Hey , game is cool , gratz on that. Just wanted to mention a small detail about refine/sell all. We wrap our codes with for(item number > 0) or while(item number > 0) when we want to remove all items from lists in c# due enum. This should give you some clue.
there are some group of games that are very well made and make people willing to pay happily , and there are some other games , idea behind it to earn money from the start
hey, congratz with the new fusing system , thats a cool thing to tinker with. yet imho there are few things needs to be fixed/done.
+Sliding whole items/quests to the end just to reach what you searching for; you can replace it with something kinda listbox which lets you reach to anything you need easily or at least a search system. +Just to see an item's break chance you gotta go to the equip panel (if theres not something else that i dont know of); instead you can add it to the props page. +After Lv20s game loses its focus and repeats itself with every new item discovery; you can add side jobs/quests or kinda coop quests to keep ppls' interest. +In order to upgrade resorces, you have to collect resorces first; maybe holding on the resource bin can lead us to the upgrade panel of it, you know some resources can become a pain to get. +people keep spamming on the buttons to refresh items in trade; putting some kind of timer to it can prevent this (if theres not one already).
Just a small graphic bug; put a gun with some mods on it to the Weapon Mods section , then drag&drop one of the mods of that gun to the "Loot or Mod" slot and click on it to send it back to the Weapon Mods section; graphics bind on each other. Enjoyable game overall, tnx.
Auto training is cool, instead of training just one stat , it trains all of em together , only slower. Maybe a system that can distribute the total speed among selected stats could be great to achieve desired result. Goog idle game btw.
Thanks for your feedback, will jot down for consideration.