I can't tell what the late game objective is. You go to new galaxies and use edifacts to improve output, but every magnitude of output is basically the same. Outside of the arktech that increases the number of galaxy effects, there doesn't seem to be much improvement when you switch to a new galaxy. Am I just supposed to get bored of playing this?
There's a stretch before the 7000 increase cap where all you can buy is "Increase box capacity" and more theives, which is kind of boring and slows down the feeling of progress.
Was there anything we could do about the room with sobbing noises? The first page of the ending seemed to suggest that there was more I could have done to investigate.
"I will soon start rolling out 6th row challenges which will once again be the toughest even for most dedicated players!"
It's the toughest idle game of them all: waiting for updates!
It would be nice if the first enemy didn't kill me with a single attack before the first save point. I just love playing the first three screens and two cutscenes over and over again.
It's important to note that you can dig below your starting point, and the rewards are much better on the next depth. Get the elevator upgrade as soon as possible.
The prices for street dealers and street taverns are ridiculous. It takes forever to convert beer to dollars, so there's a bottleneck very close to the start of the game.
We should at least get some of the attack power of the cities we conquer. Most cities start out with an absurdly high attack rate, so you have to outnumber them several times over, and it's really expensive to raise your own attack rate to an enjoyable amount.
Argh, I can't do anything against hippos because they just grab me and I can't get out because my left arrow sticks. Even if I revive a bunch, I can't get out.
Other than that, it's a really fun game!
Why are there keys at all? You can only have one at a time, you have to collect it before you can leave the room, you can only open the door to one room, which has to be the next room you go clear. You can mess up by unlocking the boss room too soon, which prevents you from exploring the rest of the dungeon.
In short, keys are unnecessary and even detrimental. Why not just open all the doors when you clear a room?
So you took a classic game- literally took, I recognize those Link's Awakening sprites- and attached a cheap MMORPG mechanics system, including inane sidequests and a leveling system that made virtually no gameplay difference. The only thing good I have to say about this is "At least it's not a Skinner Box."
Thanks for the feedback, I'll see if I can add some upgrades in that range to keep it interesting.