@thinkthelink: The amount of money it takes to rehire is the current cost of one building. If you were at a point of spending full days upgrading one building at a time, you have to wait even longer to get that building working again.
1) Red indicator is hard to see.
2) Players are punished badly if they are late in the game, waiting several days to buy a single building. These people are more likly to use the micromanage button yet if they mess up, they have to wait several days more just to rehire? Suggestion add option to wait 6 hours to rehire and a lower price.
I would like to make some suggestions to improve the game (cant say all I want due to character restraint.)
1) Simplify redundancies. The meaningfulness of having 9 gems types dissipates after a single day of play. Diamonds are noticeable because they do multiple things.
The other gems do the same thing and cost the same amount.
You could get away with cutting away 3 gems, people will actually start caring a little more about the different gems they have. This is one example.
2) Make clear distinctions. I did notice that there was medium, large, legendary monsters a bit. Is there a reason for this? Do I have any way of controlling this? Maybe allow me as a player to use other gems to control how monsters spawn.
3) Hurdles are your friend, its allows players look forward to something to get over. Hurdles can be as hard as remembering to be on in a certain amount of time to click a button. They give meaning to players who feel they care.
Is this a idle game? It demands your attention a lot through having to upgrade and tend to your monster levels. There is no longevity either. Game bugs out too quickly and it can not support very high numbers.
I would suggest doing some bug testing before releasing a game like this. Besides all these critiques, the game concept is solid and the presentation is decent.
Why does refining an item then selling the refinements better than selling items? It makes selling items useless. Maybe you want that option there for some kind of false sense of skill?
Adding new components to a game like this can be difficult. Players focus is the simplicity of the game. Currently not much distracts the players from the main goals: To make lots of money so there they can reinvest it to make more money.
What happens when a player is at a point where reinvesting it doesn't give a lot of output? Resetting every day does give results, but with the current scales with investments there feels as if there is little to no progress at certain points.
Here are a few idea's that may relieve these issues:
1) Take the meta further, invest your angels for a bonus that can only last that game reset.
2) Reward players that are able to gain so much money vs their max possible potential for making money.
3) Allow players the ability to create their own investment building late in game.
4) Allow players to purchase the houses/moonbases upgrades.
PSA: If Unity starts to freeze up and becomes unresponsive, it simply means that Unity is taking its sweet time doing all those calculations. It may take a few minutes, but if you AFK and come back to the your computer Unity should eventually unfreeze.
I like when games attempt to integrate Portal game elements into flash games, however I find that a lot of the reference are a direct rip off and not really creative. For a 2d platform game I do find that the puzzles progress nicely. I have yet to finish, but my first impression for are positive.
Is it possible to replay failed levels? Or do i loss out on loot what I fail a mission and never be able to replay again? This means Ill have to restart a game every time i fail. This is the only flaw in the game, but its a big one for me. 3/5
I am impressed. I love the meta gaming involved, and the bonus's dont seem that over powered. You can still enjoy the game without spending anything, but doing so will give better results. Either way, 4/5. Losses a point for having to spend kredits.
After playing the game fully, I have some tips to make it better.
There were a few bad game mechanics that were not enjoyable or seemed repetitive near the end of the game. A game mechanic, such as being able to invest mass amount of materials into tech (such as 50 large tit rocks etc) to get items that made the game easier near the end to get rid of unneeded stuff, such as being able to create items if you had all the basic matts, being able to triple jump (so you could avoid magma pits really far in the earth), and something else....