I really like this update, but I think that there's a bit of a problem with the mechanics of the game when using Condense Multifire GFX. Without that on, it's unbearably laggy very late in the game. With it on, I don't think that things are being calculated quite correctly. For example, if I lived with the lag, the spider would never have any effects fall off it. Burn being the most important one since it almost immediately heals to full past level 500. Of course I can put a lot of points into burn chance and duration, but the player is being penalized by using this option. Shock and bleed for example would also always be on the spider, but bleed has a much harder time getting on, and shock is off almost instantly.
Good catch, it seems combining the projectiles can yield over 100% chance for a status, which doesn't actually do anything against the spider's resist chance. I'll try fixing the math to accommodate status chances over 100.
A bug in the current version makes the 'end run' button clickable through menu backgrounds. This will be fixed soon but for now just be careful not to click it through the BG in shop/skills/etc. (sorry!)
This is a pretty cool game but the math in the endgame is really wonky. I've gone far past the point where numbers are comprehensible, even with the OH MY GOD suffix. I'm fighting on level 221 and it went off the charts quite a while ago. My suggestion is to look into that, also it becomes really easy after a certain point. Also, as many others have said, a multi-buy button and some sort of prestige system would do this game wonders. I hope to see some cool updates in the future!
Thank you for continuing to update the game. I was wondering if we could maybe get some kind of indicator that would let us know what rank/tokens our next ascension would be?
Good catch, it seems combining the projectiles can yield over 100% chance for a status, which doesn't actually do anything against the spider's resist chance. I'll try fixing the math to accommodate status chances over 100.