I really like the concept of this. I do find it annoying to have to completely re-jig your core setup every time another user logs in, and then scramble to put it all back how it was when they unexpectedly leave. Perhaps if you could choose/toggle which "player" is online instead of it being random this would be less annoying; alternatively have the core respond to their login/logout by automaticlaly adjusting to a saved set for that player. Otherwise it seems better for idling purposes to ignore these players entirely and focus on your consistent, always on skills, using the periodic players only if you're playing actively and want a quick cash boost.
Hmm, I like the concept, but doesnt seem to be working well yet. Bought internist, it took money, but didnt actually get the building upgrade so now to wait a few more days to have money to try buying something else. Don't object to slow progress but saving up for something and buying it and not getting it is annoying.
I keep trying to like this game, but seems I've hit a wall yet again in that none of the challenges are even remotely doable at my level of progress, and even trying to do a 'clean' run at this point has yielded me 1 prestige point after THREE DAYS of having this running. I'm sure being able to do those challenges would help mitigate this but all of them cripple me far too much to be able to achieve the stated goal unless I wanted to let it idle for weeks....
This has gotten better but the progression still comes to a screeching halt. I think standardizing prestige costs at 5 instead of scaling up to 10 and 20 at higher tiers may be the great equalizer. Even maxed out, having to let the game sit for 2-3 days to get enough prestige for ONE MORE upgrade that barely helps you at in the grand scheme of things, gets pretty boring.
After a few days you quickly reach a point where you are leaving the game running overnight and coming back with not enough prestige to unlock a single upgrade. There's little point prestiging for "one more bonus" as the bonuses individually don't really make that much of a difference to your income specifically once you're looking at some of the T3 bonuses, costing 10 prestige each, which offer to give you like 1 extra generator on restart. It simply isn't worth it. You end up just standing completely still with no way to advance further and leaving the game running for 10+ hours buys you a single generator. I love the concept of rthis, but I feel like either you "win" after a day or two, or it slows down so much at that point that if there is any content beyond it, I'll never see it.
Wow, sept 4 update from Dev says it all:
"Decay is not meant to be updated please stop commenting about its issues because they will never be fixed thank you."
Shame.
Yeah, sorry nothing actually works. It seems like I should start out by begging but clicking the beg button doesn't seem to do anything and time isn't appearing to move, there appears to be no 'start button or anything, so...um, yeah. Doesn't do anything? Tried a couple different browsers to give benefit of the doubt but just doesn't....do anything. Its a screenshot.
Not really an idle game shouldn't be tagged as such. More of a click-spam-try-not-to-die thing. Doesn't seem to have any real progression other than updating click damage, medicine doesn't seem to do much for what it costs at least early on, seems you're better just upgrading clicks and trying to stay ahead of it.
Interesting concept but in most of these games you get some sort of idle gain/bonus and there's a progression to it but in this if you stop clicking to take a breath its game over. Ok as its own thing, but not really my cup o tea.
I really like the concept of this and the recent 'click' change makes it something you can sit and mess with for a longer period. I would suggest allowing the player to earn small amounts of premium currency by in-game means, most games have this (albeit small increments) but allows you to progress it instead of just 'pay, or don't.'. There is so much potential here for unlocking new buildings/activities,(like what if you could buy new buildings that gave you some sort of passive benefit?) alternate progression streams....definitely one to keep an eye on.
As others have said, the progression comes to a screeching halt very early. I've managed to fill 'most' of tier 2 prestige, one painful square at a time, and I've let it run for 24 hours and still have yet to get another 5 points to make it worth prestiging. Worse, the next 25-30 points i get wil just be useless energy upgrades, so I really need to leave it sitting for a couple of weeks now to actually increase my clear rate. Needs tweaking.
Maybe try another strategy? People have managed to fill out Tier 2 and most of Tier 3 already (even without importing from the original game) and the game has been released less than a week ago.
Interesting little game. The UI feels a bit clunky, the scrollbar is an extreme annoyance when you start to get to bigger gardens - better to allow us to zoom out, I think, because it hops back and forth quite annoyingly.
Interesting concept and different take on the idle game. Need an idle upgrade for faith gaining or at least auto spirit ritual. Ramps up really quickly, the cash ritual is completely useless 10 minutes in when you're generating hundreds of thousands
Yes, idle progress is pretty minimal. I like the concept, but the thousands of items you need,which you get 1 at a time with no way to improve this other than by paying...hmmmm....
thanks for letting me know that there's the same issue w every single button, i'm going to fix every other button but it can take some time, thanks for the patience.
I like the progression of seeing what's next to unlock, however, without an autoclicker program progress is tediously slow as while there are plenty of things to unlock very few of them improve your ability to actually acquire units faster. This means you click click click, spend, no improvement to gains, repeat, which gets old quickly. I'd work in some sort of unit acquisition progression here and adjust costs of the other unlocks (higher or lower) as needed to make it a more enjoyable experience.
How far into the game have you played? Upgrades like basic boost and basic iteration boost the units you receive per click. As far as auto click goes, basic timer, advanced timer, and offline gains are all upgrades that advance how many units you get. I will consult with my team however and we'll add in some more options. Any suggestions you have are welcome. Please e-mail to support@programmernation.com
Maybe try another strategy? People have managed to fill out Tier 2 and most of Tier 3 already (even without importing from the original game) and the game has been released less than a week ago.