Pretty nice. I do wish there were more levels and more complexity. Based on the description I was expecting to have to mix colors myself, like selecting two primary colors to fill a field with a secondary color, or having fields that would absorb a color partially to turn into a secondary or tertiary color. Perhaps in a sequel?
Oh, just to add, I wanted to point out the things I liked seeing in this update: 1.) offline resource gains are great, since as I mentioned before, they grow almost painfully slow in later levels, so if I'm only waiting to buy things and don't want to advance I can just close the window. 2.) The new Block method. Won't spoil it, but despite it being too strong at the moment IMO (though that may change in later parts of the world), it's awesome. 3.) The fact that not only do you display the remaining number of items available from map exploration, but now maps drop other resources besides metal. If the amount of resources gained via drops is high enough from certain maps it may be worth it to try and aim for one to spam for each resource.
I love how the balance is going now~ I think my only criticisms right now are: 1) Starting when you get the new method of adding Block, Block becomes really high, to the point that nothing is taking damage. Maybe having Trainers bonus only apply to Gyms or just halving what's gained from the new method would work? 2.) The costs of equipment is waaaaaay too high now; at this point it's taking five or six hits to kill things but it takes maybe five to eight minutes to save for a single upgrade that isn't outdated to the point that it wouldn't be helpful. But then maybe it's because I kinda commit myself to stacking each equipment up to ten before moving past the world I'm on :P 3.) Speaking of which, it seems like the resources take a LONG time to grow to a point where you can buy any useful upgrades. I dunno if it was to balance out being able to gain resources offline now, but I really think it's going a touch too slow.
Up to world 30 now and I'm facing a sever unemployment crisis XD As soon as Resorts became a thing, I was suddenly faced with the fact that I can't get anywhere near enough food to employ everyone. Which would be as big an issue if I could actually employ Trimps as farmers, and the issue was only exaccerbated by the Resort upgrade. Although I'm not so sure that WOULD help, since, at over 10k farmers I'm only producing 2.86T food per second, where employing 1k Trimps (less than 1% of my workforce) costs up in the octillians. I'm thinking the cost of employing Trimps builds at too steep a curve.
Up to world 13 so far. It seems like the scaling of damage and HP grows a little too fast once you have access to Hotels. I found my Trimps going between doing well enough and somewhat struggling until I was able to build hotels, which allowed them to go straight through the Coordination bonus that puts them at 512 per group and up to 1024. Now they're pretty much one-shotting everything and taking a good twenty to thirty rounds to kill. I also found the Block stat wearing out its usefulness very swiftly, as the damage it can block doesn't get upgraded anywhere near as quickly as the damage. By world 10 I'd completely stopped building Gyms and moved all my Trainers over to farming jobs.
The recent addition of modules is a great one, IMO. I'd like to see more added, though. Perhaps ones that mod a ship's personal stats, like adding damage reduction or shot speed, or once with triggers such as a self-destruct module that damages all enemy ships when the ship is destroyed, or that causes critical hits to trigger a small AoE explosion?
I do have to ask: why is the +1 projectiles power a 10 min cooldown and the +100% damage a 5 minute cooldown when +1 projectiles comes out to the same DPS boost for anything with single projectile shots and less for multi-projectile weapons? Is it because those projectiles can be fired at different enemies simultaneously where a double-power may have its added damage wasted? Anyway, great work on this, and I hope to see some more updates in the future.
The third area annoyed me, since you could basically die from the random placement of the red beams no matter what. Unlike the rest of the game, which seems pretty well rooted in weaving through the obstacles precisely, the third area is just dumb luck.
Also, the last part, I actually thought the individual sprite was another "illusion" and walked up into the corner, assuming the door was hidden. Which it was. And proceeded through an infinite loop of empty rooms with invisible doors in the upper right.
I'm guessing that the glitch that TheRealSonic mentioned is with 16 rather than 17 - the button to go to the next stage for it seems to lead to stage 27 rather than 17. Either that, or the data for stages 17 and 27 are swapped somehow.
Aight, so I managed to get the 29 move solution for 4-5 after some experimenting. I was stuck on it with 31 moves for a good while but finally got it...
SPOILERS - DON'T SCROLL PAST IF YOU WANNA SKIP THE SOLUTION
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LLDRU
RRRDL
UURRR
DLURD
LDDDD
LLLL
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I'm pretty sure it's off simply because of a typo (or 2) in the first 5 moves.