Upgrades are far, far too expensive. Some are 10x what they should be, some are much worse. For example, the "you got 100k" upgrade costs... 300 million? Oh, so only 3000 times all my current money, cool. Game slows down to a crawl within the first half hour of play, with nothing to do other than wait. Needs a full pricing overhaul.
For those who are confused about words per second, the displayed "prestige bonus" is what you will get next prestige, not what your current prestige multiplier is.
DerKapitan, check Uchik's post below you. Developer has several smurf accounts to comment positively, upvote each other, and downvote negative comments.
The secret code is wingdings. You could brute force it like any simple letter-replacement cypher, other than the first letter, which is capitalized, and the last letter, which is a question mark.
In this type of game, players need to be able to see resources produced and consumed per second, both overall and by unit, and what each base unit is actually producing.
I am working on an idea for the res per tick this week. Number display is a bit harder for me atm, still can't seem to get my code to bend to it, I'm still trying though.
Just got to the point where idling starts to get stronger, which is great. Still, progress at this point is gated behind gems, and autoclicking farms them faster...
Nice to see the classic back. You should rebalance idle v. click gains, though. To discourage autoclickers, idle gains should be approximately 200x click gains.
Something is crazy wrong with your external save system. I came back to hours of offline progress, exported to load on a different computer, then loaded. Nothing happened. Went back to the old computer, and somehow all of my offline progress was gone.
The prestige system gives a flat amount for completed milestones, which encourages repeated quick runs. This is not fun. In midgame, you hit the same walls over and over, and there's not that much benefit to grinding through a wall. That's why your quest system is so annoying. Your gameplay loop is... mindless clickfest (for no real reward), 10 minutes of gameplay, brutal slowdown, repeat. To avoid this, have each successive milestone give ascending, even incremental, rewards.
Fun start. It's really easy to sell fish, which could cause problems with your bait system. Maybe set up a separate inventory where you store bait, that doesn't auto-sell?
Yea that was actually the primary reason I nixed the bait system, I knew it would require a lot of UI thought and design and I was running out of time. I'll be revisiting the bait system in the future but it does look like the game is doing alright w/o it so far.
Fun little game. Rubies and Gold Bars are trap upgrades that cost more than they're worth, so skip them. For example, the earliest you will likely get Gold bar will be level 10, but at that point, it will take 8 bars over the last 5 levels to even break even. Instead, focus on combos/magnet/time.
Game is hilariously broken since the update. All damage is infinity. Mob health quickly reaches infinity, and then you can no longer progress, so you can't level up.
The prices were rebalanced in the new version. You should definitely check that out!