You tamato, I say tomato; I've discussed this with many people, and though I disagree I understand where you are coming from. At the end of the day, I just hope the game is fun to play! :-)
Yes, they're separate. In the next events it will be a single save, but in this one we had to do this as it was done in a hurry. Sorry for confusion and inconvenience.
Should probably mention somwhere that ink is used whenever clicking, and not just depends on line length - also needs some harder/challenging levels, completed the game in a few minutes (includes going game over 10+ times in lvl 1 because of ink while following the tutorial lines)
Yeah, we know. It's also not good that later in the game the balls after improve start at pixel-size. We're working on improving balance here. While the fix is pretty straightforward, it also breaks the balance a bit, so we have to carefully check how not to break the balance with such fix.
We've had several suggestions to make separate buy multipliers for capacity and amplifiers, because they're not really the same type. Some people like, say, x10 multiplier on Amplifiers, but MAX (or 50%) on capacity. So these buttons were added to have their life easier (they don't have to switch multiplier all the time). But if you use the same multiplier (like MAX or 50%) for both capacity and amplifiers, you can still use it as before, just ignore those extra buttons.
Would it be possible to have equipment/skill setups per raid? So that we can actually idle the raids that require other skill setups withouth requiring next tier equipment or outlevelling them.
Having mages go back to base for mana regen while farming could be an improvement to make them somewhat usefull. (would require the red priestesses in base to seek out characters in need of aid though)
Or give them a basic attack that doesn't require mana.
Critical hit damage bonus doesn't make sense to me. If we equip only crit chance on a character, his critical hits will do base damage. The 100% Crit damage shown as basic, is not added as extra damage on a crit but is the actual multiplier for the crit. (unless this is not shown in the damage numbers we get to see)
We have just implemented Cloud Saving - your progress will never be lost again!