For those confused about the museum clover order, it's in binary, starting with the bottom petal of the top-left quadrant and working around clockwise.
Some quick suggestions to make this better: Make the buy button and text default to 1 upgrade, put in keyboard shortcuts to the upgrades (such as just numbers 1-6), put in a keyboard shortcut to buying 1 (maybe enter?), and put in a keyboard shortcut to buying max (maybe shift+enter?). I think that the gameplay suffers from not being able to easily upgrade while playing, and fixing that alone would be an enormous improvement.
MY EYES!! MYYY EEEYYYYEEEESSSS.
In happier news, I cleansed the land in 11:53!
This looks like a fan-freaking-tastic prototype of a game. I think that the "progress" should turn more into having it be stage-based, such that getting to 100% would mean stage 1 is done, and maybe gives points that allow you to up some different stats, like say "chance to double strike" or "shield" type things. Maybe extend to having equippable stuff, and having your three different "line" characters be different styles of fighter, like one doing better with things like heavy armor and double-handed weapons, one doing better with medium-light armor and throwing weapons and other quick or rogue-like weapons, and one doing better with super-light armor and magic.
These are just thoughts, of course. But I think that you really have a great start here. 5 stars from me for the underlying concept and the hope that you'll keep developing on this.
I am admittedly terrible about actually rating games that I enjoy. But this got a 5 star score the next morning, because it so damn deserves it. Please don't stop developing for this game, seriously!
For some reason it looks like mining is broken for me. More specifically, I cannot buy pickaxes, and clicking the "Mine" option neither gives me the option to choose a square nor does it complain about lack of pickaxe.
Make a straight line of dividers from the data pipe and surround them with redirectors, then have a processor block or four at the end. It is much, much more efficient than the designs people are claiming.
Day 12 - I'm on Pinata 30 now. It feels like an eternity since I entered this back yard. So much confetti blood. Every time I burst a pinata, I lose a little bit more of my humanity. Each time I watch the color leave their eyes, I lose the strength to carry on. And yet here I still am - a murderer. A monster.
For those wondering, you stop getting new locations around level 280. The last one says that you'll get the next level at 300, but I'm at 311 and haven't gotten it yet.
Tips: Don't use the Mystery Upgrades after they start listing that you'll get power * x. Hold on to these until your power, auto click, and auto rate upgrades cost more than 1 T. If you can wait until then, you'll EXPLODE onto the scene. Also, don't bother much with manual rate. It's a money sink. Keep it at a point where the upgrade costs less than 1% your auto rate cost. Finally, don't be afraid to leave the game on all night :).
Well. Last location is for 280 level. I decided to stop updating it, because this was my first game, too bad in my opinion :D And bugged a bit. I needed to update it about 20 times because there was a lot of bugs. In less than 2 weeks I will upload Idle Empire II. 100 times better than this one.
Manual rate = sure, that's useless if You get high level, like in every idle game.
A "slate for removal" option would be great for things like cottages that you want to get rid of so that once the current visitor leaves no new visitors will fill that spot and you can actually remove it.
I like my mama too :D