I would say, this is the "educational" part of the game... you can find it out yourself by experimenting. I really don't know what a professor of neuroscience or informatics would say, but after playing the games several times, I think you will come to your own conclusion. And if you are an university student/collaborator you can share your experience with your fellow students.
is it possible for an assassin to use swords and staffs? if not: what is the point in being able to buy strength/intelligence for me? also the changelog says recapturing a pet increases it's damage?! it would be nice if this were documented in the game.
took me a few minutes to figure our the optimal design... not much of a game afterwards. mostly tedious to setup the design again after integration. the game needs more components plus you could block tiles in a level and create challenges that way. would be more of a puzzle game than an idle game then.
Suggestion: Save the Weapon Mk filter settings between sessions. No need to disable Mk-1 to Mk-x every page refresh.
Even better: Make only the highest available Mk per weapon type visible. When I can have Mk-2 Lasers, I probably won't bother with Mk-1 Lasers any more - so why display them?
Aside that: Very cool game. I salute to this much dedication.
I don't know if this is a sideeffect from the previous version but the game seems way too fast. I'm basically clicking 'New Layer' + 'Buy 1000 Bees' + 14*'Buy Upgraded Cell'... repeat. After around 30 minutes of idling. Is this intended?!
lol, you can instantly buy upgrades and it brings you to negative cash while providing benefits :D
+ this is a very very cheap copy of a certain game
1/5
What currently annoys me the most is that I have to rebuild my entire setup over and over again when experimenting.
We really need more statistics, for example heat produced/cooled per tick. The current numbers don't seem to provide this information?! This way we could tell in advance if a reactor can be supported without potentially destroying everything.
Another option would be a simple template tool to save and easily place large quantities of components.
Can someone post a pattern where Extreme Capacitors are stable?
I'm at a point where I can't sell the power as fast as it's produced and I'm out
of space for Ultimate Capacitors. Ultimate Capacitors could solve the problem but I can't
prevent them from overheating whatever I try :/
First of all I really like this game and I welcome the idea to bring more
management aspects to idle games!
However I have a few questions balancing wise:
1. Heat Exchangers and Heat Inlets seem to be completely useless.
I can't see a case were they're doing more than wasting space. Since Fuel Cells
automatically send heat to the reactor why would I use Inlets? I can simply teleport the heat
to a designated cooling area with Outlets and Heat Vents. Just surround each Outlet with 4
Vents and you're good. No need for gaps. Using Heat Exchangers just means less space for
Vents.
What am I missing?
2. Why should I even bother with Nefastium Cells, if Protium Cells are better in
every single aspect? They are cheaper, produce more energy and less heat!
Suggestion: Aside from an auto-upgrade function for Fuel cells a template and/or
copy & paste tool would be great as upgrading a large field of Fuel Cells can be quite tedious.
Thanks for this cool game!
I find the interface awfully clunky. Especially having to scroll all the time is annoying.
Why use so much screen space for a princess image?
Please separate Gold and Troop buildings in some way.
A badge on the upgrades menu-item to indicate the number of upgrades available would also be nice.
Also, you need to sort out your tool-tips. The layout makes it difficult to find information.
Regarding Mrakolov's idea:
Unique buildings per country only make sense if you have a choice in which country to conquer, in order to choose benefits. THAT would be interesting.
*nods* But it also infests your ship with Tribbles....and Kardashians O.O