You can reallocate skill points at any time. Pretty critical, considering some aren't as good as they seem, and some builds are better for certain levels
The multipliers will never be useful unless you can consistently get over 5k per race, which is unlikely. Earnings per meter are very low (I just completed a 9k run and made 1600), so you have to rely on lucky blue ring spawns. Also, getting through the wide popup blocks after the triangle area (around 6k) is just luck, as you can't turn fast enough to dodge them.
Interesting game. Only programming issue is that the server doesn't go down unless all other machines are on when you turn the two relevant ones off. So if you turn them all off, then turn the other ones back on, it doesn't trigger.
Very tricky learning curve. The exploding enemies become the main problem after 50, since they hit buildings inside your walls. I wish this could be fixed, but if not, the only way to prepare for it is to build your walls a square farther out.
Something is wrong with your multi-buy system. I've got 10x selected, the number turns green, and when I click, it only buys a few and it turns out I couldn't afford all 10. You need to re-check this.
So I understand wanting to skip easier waves after being upgraded. However, this means that you've also lost the opportunity to collect upgrades during those early levels. This is a bit frustrating when you make your way to a level with a bunch of upgrades and then get thrown right back up to that level with like 2.
It looks like the pain mechanic is tied to hit strength. This doesn't make any sense - an upgrade shouldn't make it harder to play. Pain should be tied to which pinata you're on.
Upon returning, the game appears to be bugged. Chests are locked until I reach the tundra biome, and I'm already past it. I can't find the furnace any more. Mobs never appear.
Enemies do too much damage, even when overleveled for an area, making leveling largely about spending all your money on potions. No better armor available to fix this problem. HP is unimportant - Vitality either needs to raise defense, or defense needs to increase with level. Leveling from 10-15 in the cave looks unpleasant and expensive.
Lol, nevermind, it looks like there is a non-eco dome "win" condition. Once you reach 0 anomaly, temperatures start dropping quickly and you usher in a new ice age.
Why isn't there a non-eco dome win condition? I've got 2.5 trillion trees and zero metric tons of co2, but for some reason still several hundred co2 ppm. Around 200 ppm my absorption rate and ppm reduction rate plummets for no observable reason. Endgame looks pretty broken.
Got a game freeze on level 7 or so. Page refreshed to a black screen. Chrome. From a gameplay standpoint, I assume that each new piece of equipment is really an upgrade, and the purple ones are maybe larger upgrades?
If the average value per drop ever gets above 6.5, you can just click skip 100 forever. This means that as you level up and get access to more valuable drops, the vast majority of your drops still have to be the lowest few, to keep the average down. The reason why some people have hit such high levels is probably because they've reached that point (sometime after 150) and just set the autoclicker on skip 100.
Far too little to do in this game. From a balance perspective, there's no incentive to save up - cost for skips is consistent at 8g per skip. Also, leveling up provides too little of a boost in item find.
Thanks for feedback! 1. more gameplay coming soon, 2. skip prices will get a fix, 3. level drop bonus will get a major boost
/edit: read Updates section about version 0.2.0 changes /edit2: and the following updates
Try out the new interactive tutorial, it should help a lot :) How do you think it should be fixed?