Ok, for completionists out there, the idea that you can get a certain achievement only by gathering a half year of offline time - but coming back once a week... is rather horrifying. Better to just reward people for playing a certain length of time. It is a Bad Idea(tm) to reward too much time away from a game if you want people to play it. They will eventually fall away.
@solzerid I agree that the hotkeys are a great addition, and I used them all the time. However, I want autocast so I can set the game to idle to some extent and not basically have to have virtually all progress stop within a minute of doing something else on my computer. :)
3) Also others have said this: A rebirth mechanism to attempt other paths. There should be some sort of permanent, different repeatable benefit for each possible class in the chain along the way, so that people have reason to try all the paths.
2) Others have said this, but being able to cast spells in the adventure screen and/or auto-repeat cast outside battle would be good. In response to the idea that this makes them into upgrades; spells have resource bar costs where upgrades do not. As you become more powerful, you can naturally sustain more spells on autocast.
This is a great start to a game! But its having some teething issues, which I think are holding it back a bit.
A few suggestions in order of importance: 1) Focus should be a toggle, like rest/chant/commune. It can use an activity slot, but if so, we should start with two, not one, or get two early on. Early levels of skills can be costlier in xp, but the climb in xp requirements has to be less steep, and/or levels should have a global cap in order to feel like there is some kind of completion point. I cannot emphasize enough what a horrible grind getting skillups becomes after about level 20.
First, I'd like to say, excellent job! This game has amazing atmosphere and is generally very well thought out!
Howver, a suggestion: for completionists its rather annoying to have impossible achievements, such as "nice to be right sometimes". Please replace it with something that can be obtained by a reasonable person! Trying a trick of turning on a research and then shutting down the game doesn't seem to work, but even if it did, that's just non-great design.
Given that the game tracks how many types of investments you have made, it is a serious flaw that you cannot go back to old states to improve your investments in them.
Clear number tuning/balance issues, where some categories of upgrade are all but useless, especially to upgrade. Reports/Click and AntiDelete, I'm looking at you. Great start though!
Great game! I love the minimalist interface.
One point though: Certain categories of upgrades become entirely useless quickly, and costs rise extremely fast compared to multipliers, to the point where progress basically halts.
One point to look at is the twin functionality. As costs go up in 10x increments, 2x is too low for twin functions, which makes them completely useless for any but the top tier or two in the meat category. All others become worthless, because it will never be worth spending precious larvae on them in the numbers needed.
My recommendation is to retune a little: either increase multipliers or lower the rate at which costs increase. A good idea is to have each "tier" of play increase time needed by about 1.2x to 2x (depending on how many tiers you will want). Your current, 5x, means that few people will get a hive and very few will go beyond that.
At the space depot, and unwilling to dedicate my computer for days to finding the next location. Guess I'll get off the bus. Its a game killer that you need to be in this tab to even collect... even having the tab open isn't enough. Unfortunately, it kills the game dead.
Minor quibble 2: EXP and Money Boost upgrades quickly price themselves out of usefulness, since their benefit builds arithmetically while their cost builds geometrically. I think what you wanted to do was not simply add linearly to a percent, but add a number of percents, which is how the Power button works. By this time in the game, Power is basically the only upgrade ever worth getting except for very occasional talent and/or ultimate-level upgrades, and even Power doesn't pace its benefit to its cost, meaning that later levels take an unacceptably long time to complete, where the player can do -nothing-, and can't even change tabs, because that freezes progress. Each of those things individually is small, but put them together and those flaws synergize to game-destroying proportions. You only need a little tuning to fix a lot of this. Great effort though, and thanks for the game!
I'd like to add to Novasgard's comment: you need to -not- punish people for visiting other tabs in an idle game. I have noticed that all counters -stop- if my firefox is on another tab. No other idle I've ever seen does this, and I've played -many-. The logic is good. I do enjoy the game, and thank you for making it!
This game doesn't have much content, but the content is has is very well presented. However, it is in severe need of tuning. Costs grow too quickly relative to benefits. The best solution to keep people coming back is not to keep nerfing benefits so that no one can progress to the end, its to increase the available content.
Yotsuba, you are done a -great- job with the flavor text and the look and feel, but you should -never- have building upgrades which give -less- than double benefit, if you still want to maintain an exponential cost curve where each upgrade is at least an order of magnitude more expensive.
Dark knights do not function here as they do in other idles, because their benefit grows -linearly- when the costs are exponential. You are forcing very long wait times to make any progress, during which most players will lose interest.
I chose a system that is different from other idle games. If the costs were linear for the economy structures this would be a 1-2 day idle game. How long have you been playing? People who have been idling for a month are at the point where world conquest is a daily thing sometimes more than once per day. A guy resets with 2 million dark knights and gains 8 days worth of idling back in a day. We were going to likely add a new world to conquer after the first one that will act as a 'late game idle' for people who have tons of resources. In edition to this, conquered countries will be reworked to allow you to use troops to increase their benefit and there will be several new economy structures, achievements and upgrades to go with this. That is how I intend to 'balance' it. But I will not be making DK bonuses multiplicative, nor will I be making costs linear. I know what I'm doing with the math in that regard. ~Taiga
I chose a system that is different from other idle games. If the costs were linear for the economy structures this would be a 1-2 day idle game. How long have you been playing? People who have been idling for a month are at the point where world conquest is a daily thing sometimes more than once per day. A guy resets with 2 million dark knights and gains 8 days worth of idling back in a day. We were going to likely add a new world to conquer after the first one that will act as a 'late game idle' for people who have tons of resources. In edition to this, conquered countries will be reworked to allow you to use troops to increase their benefit and there will be several new economy structures, achievements and upgrades to go with this. That is how I intend to 'balance' it. But I will not be making DK bonuses multiplicative, nor will I be making costs linear. I know what I'm doing with the math in that regard. ~Taiga