Really not a fan of having to set a "goal round" just to get auto advance to work like it's supposed to. Also, the game still never pauses while in menus even with the setting switched on.
Bug report: I was starting to get into the tens of millions of Atoms ad had just managed to get the Increase Density upgrade over the 1000 mark. I come back later and all of a sudden I have septillions worth of size to use on upgrades and quadrillions of atoms waiting to be gained. I have no idea why this happened, but I'm going to have to hard reset to bring the game back to its normal pace.
To the developer: I'm noticing that you're putting a lot of stock in how people react to the game as it is, and seem to be basing your future plans for the game off of that. Just gonna say this like it is because you need to here this; this game is not creative and it definitely didn't take any real effort to create like you claim it did. You do not get to complain about negative criticism when all you've done is release a very early alpha version of a game that uses an overdone concept. I'm sure you can make something decent out of it, but you should seriously develop your games more before you release them.
I +1 every comment that i think is feedback even criticism. My main issue is: What concept is overdone? My complaints are me asking WHY do you think it is uncreative, it was created and with a unique mechanic right from my dreams (imaginative) and everything (including this game) creates an experience so it satisfies all definitions of creative (from http://www.thefreedictionary.com/creative). What is so nonexpressive about it (that I actually listen to feedback?) and WHAT should I improve. It is good knowing that something is wrong but I find it very difficult to act on anything without knowing what is wrong. If so I would have to make guess updates where i would take something out (or add something) and check the rating then if it dropped, i would undo what I have done. About my effort, i have a limited amount of time i can spend working on this so i work hard whilst i can.
RPGkiller22 said it best: This is not advanced enough to even bother releasing for suggestions. For one thing, any idle dev should know the basic features every idle game should have like prestige and a decent amount of content and in turn play time. For another, this game looks like it's in pre-alpha. Saying you uploaded it to get idea on how to improve isn't good enough; you could have asked for tips in the forums instead.
See it was really uploaded for my friends to test each version cause at the time I have no other way I know of to do so. So I uploaded it here did not expect plays I know it's under devolped it only just started if you know any way I can get my friends to test the versions I would take it down but tell then it's going to stay anyways thanks for your tips on what to do thank you for that
Personally I'm finding this game fun so far, (at least after figuring out how to play it) it reminds me of Factorio to an extent. A couple of suggestions to the developer on how to make it more accessible and enjoyable for others: Give at least a brief explanation of what to do in order to get started. No one ever looks at the Instructions tab on Kongregate because normally we don't even need to. Second, provide some clicking power upgrades. Creating new tools and especially furnaces is extremely time consuming for those of us without an auto-clicker. A larger concern is that it takes a lot of time to go from one place to another in the UI, relatively speaking. I shouldn't need to hold down on an item to view it, so instead you should add a small button in the corner of each item box that brings up to the page where we can add workers and sell that item, rather than having to hold down.
First of all you really need to make the screen a normal size. Twice the height of my monitor is really overboard. Secondly, the balancing needs more testing as things take far too long to build up enough loaves to pay for right now.
Good luck.
I make a point of never, ever, ever 1-starring a game for a petty reason.
This tutorial you've got going on though? Screw that, it outstays its welcome, explaining simple systems that anyone can understand at a glance. You call this "arguably the best multiplayer idle game"? Your presentation is one of the sloppiest I've ever seen in idle games. Pace yourself next time.
I've got a bug. I keep losing a large amount of my Material recourse income; no matter how many times I upgrade the Factory, it still only gives me around 100 or so each time it finishes its cycle.
If you defeat Atropos on the Boss Run you'll gain something that will help out a lot in what comes after. I don't know whether this is dependent on the warp core being kept. The new item fills the last slot in the shop - the bottom-right most one.
Unlike others have said, this is possible to play, but only just. I can click a lot faster than other people so that makes the less balanced Idle games a bit kinder on me. Not having an autosave function though? Screw that. Get yourself an autosave function otherwise this is just... ugh. I hate having to start again just because a game lacks such a common feature.
Could you make it so the difficulty level setting stays the same after each stage? It's annoying to have to set it upwards again after every single stage.
Did you activate the Pause option in settings?