Thanks for the feedback, I noticed it got a little slower when I put it on Kong, I'll look into improving the performance, but it might take a little while.
I noticed today that the game leaks memory because I'm not managing certain objects correctly. For me I can play quite a while without a crash, but it may crash more quickly on some systems. I'm working on a patch along with other improvements to address this problem.
I thought of a useful feature: auto-buy toggles for each creation. Instead of turning auto-buy on or off for the creations page, there could be a check next to each creation. If it is turned on, then whenever I need that creation, it is bought instead of created. If I did this, I could start creating moons and have autobuy enabled for everything < town and know that I will manually create towns, oceans, nations, continents, etc, but I won't get stuck trying to make billions of light or air or stone. Right now if you want to do this you basically need to turn auto-buy off, calculate how much of the small creations you need and buy them all in advance so that you don't get stuck trying to create a practically infinite amount of some cheap creation.
Suggestion: Late game resources are no longer useful. Maybe allow players to buy technologies with them since they can collect those infinitely anyways.
Final boss froze when I tried to use many special moves consecutively. The axe throwing one never completed. Interestingly I could keep summoning attacks from the ship, but it would take forever because nothing was auto-attacking.
If the slider for # of creations made is set to 3, we shouldn't start making the current creation until we have made(or bought) enough to actually make 3. If we wanted to make fewer, we could set it to 2 or 1.
It works if you have enough or auto buy is turned on.
But you are right, I will change it so you will create first all needed creations for the count you have set with the next update.
What if the 50 GP buff takes only 1x input (like before), but takes N times the time to create. So by itself, it saves you divinity, but no time, but if you mix with create speed% it lets you create things faster in the long run.
The 50 GP buff is not very useful now, certainly not worth 50GP. It should be able to save divinity, since that is the limiting factor on high end creations. I think it was actually a fairly balanced mechanic before it was fixed.
Another solution would be to decrease the overall cost of creations, but increase the cost associated with creation time. This is already done for low level creations, light costs 1250, and air which is 2 lights, costs 8K, 5500 more than the 2500 div for the light.
But later on the cost of buying a creation is the same as the cost of the ingredients down many places (so you can't even tell the difference when you look at the cost). Because of this, there is no reason to create something instead of just buying it (other than create stat). This new buff isn't very useful if we are not creating though.
The problem with more time is, I would also have to add time for all needed creations.
The first version was not intended to get the additional for free.
If you get 2 instead of 1 item it was not twice es much but 2^all prerequisites
So only twice as much creations with the same cost made a universe hundreds of times cheaper.
With version 992 I made additional creations a bit cheaper though and they give you a bit more creation/s than before.
It looks like there is a bug in new create bonus, if you create 2 universes at once, it seems it only unlocks one achievement. Probably similarly for other creations where making N at once satisfies multiple achievements.
There is a rounding error in the formula for upgrade multipliers which cases odd numbered upgrades to be much worse than even numbered upgrades. This effect becomes much more noticeable at high levels, for instance from 30 -> 31 the multiplier changes from 4800 to 4960, a 3.3% increase, but from 31->32 the changes is from 4960 to 5440, 9.7% increase.
Building a Universe is kind of boring because there isn't much to do between beating Baal and creating the Universe. Even with 1000% build speed, it is going to take me at least twice as long to create Universe as it took me to beat Baal starting from scratch. Maybe creating high end objects (like solar system, galaxy and universe) could grant some permanent boosts(perhaps something to increase divinity production on future runs) to make it worth rebirthing during this process.
Increasing the max shadow clone limit is a little expensive, but would probably still be worth it if the max shadow clone summon would cap your shadow clones instead of stopping at 99,999.
It would be nice if there was more explanation of how spending divinity effects the statistic multiplier. Also the statistic multiplier seems very unbalanced between them. The highest tier god defeated is inconsequential, for instance. It might make more sense if it was another factor altogether like: highest tier * monuments built * sum of other multipliers.
It would be cool if there was an option to buy all the components necessary to make a creation, monument or upgrade at once, so that you don't have to hunt around a lot and use the buy menu so much, which is a bit cumbersome.
Last post on spirit world exploit:
*Although your level increases, all levels will have the same quasi spirit world behavior, so you can't get back to the regular game, and I assume you can't level other than fighting the boss.
*Since you don't need to fight the boss, you could just keep running through to get to lvl 100 and on, but it would be quite boring.
Anyway, not super useful, but could be interesting if you want to explore the mechanics of the shop (see what items are possible on particular levels), or get practice fighting the spirit collector. The earliest you can fight the spirit collector is lvl 5 and is probably pretty hard, but using this I was able to fight him until I came up with a strategy that would allow me to beat him as early as possible.
More on spirit world exploit:
*bonus crates appear in every room, and will appear even after you clear the room, allowing you to farm the current levels items from this as much as you want
*If a shop spawns in the level, it will not seal after you leave it, allowing you to refresh the items as much as you like. (unfortunately there is no way to get money at this point other than killing the boss, which is too slow to be worthwhile).
*Since you have multiple keys, if you fight the spirit collector and are going to lose, you can just unlock the door behind him and continue on. You won't see a spell or save point if you do this. (this is a great way to practice fighting the spirit collector)
*Beating the spirit collect no longer yields his special drop, but acts like a regular boss drop. Additionally, you will see a regular spell/save room instead of the special room that you normally see.
It works if you have enough or auto buy is turned on. But you are right, I will change it so you will create first all needed creations for the count you have set with the next update.