Why does the cauldron have to wibble and wobble for two seconds before spitting out my item? Such a waste of time... at least make it so you can click and skip the animation.
Ryu, can you add a "1M" clones button? If you make it say "Add / Remove clones" to the left instead of what is currently there, you should save just enough space for it to fit ;)
When I fight a god, it doesn't take my absolutely-that-microsecond current stats into account. It will use the stats I had on the last comprehensive update cycle, one of which happens only every second or so. I've repeatedly lost god fights without dealing any damage even though I should have had enough HP (even if only just barely). Can you fix this?
The "Spells Collector" achievement is bugged, and perhaps all of the recipe unlocks are. I unlocked it by getting a blueprint from a chest, and the game notified me about the unlock, but I wasn't able to collect the reward until I reloaded the game. When I looked at my achievements, it still displayed one missing.
The new cumulative whipimp and venimp counter displays one whipimp/venimp too few. If you start a run and kill your first whipimp, it says 0.00%; same for venimp.
If you are in a sidemap and buy something with bones from there, then go back to the world map, the new bones counter will still display the old bone count from before stuff was purchased.
I noticed that you can now click away achievements, but if you happen to click somewhere a button is, then the button will be pressed through the achievement and the achievement will stay. I think that if this functionality is included, then the achievement should always go away if you click it, and any button below it should not be pressed while it can't be seen.
Can you make the entry field in the buy creations screen have thousand separators? It's very hard to manually enter large numbers and be able to tell if it' the right number of zeroes.
Can you give the divgen its own independent "stop after finish" button? I would like to be able to access it without going to monuments first, and it just makes sense to decouple them.
I hate how you rigged the roulette wheel to give you the lowest out of the three coin rewards three times out of five. This is a despicable tactic to use as a game designer. At least the S&P2 daily spin was fair.
Please stop the game from kicking clones off monuments or the divgen if they lack materials. It serves no purpose at all to turn those clones idle, and it's extremely annoying to come back to find you've only gained a handful of levels after a couple of hours. This is something you can change to make the game more idle friendly over longer periods.
Pbaals start getting weakened by the UBC reward debuff too late. Pbaal #1 is at full strength, and Pbaal #2 gets hit only once (99% power with 1 UBC finished). The debuff needs to start at Pbaal #1, not Pbaal #2.
There needs to be a 1-click way to move between maps. This thing where you have to go through the menu to check up on your other maps is rather clumsy. Maybe you could add little "previous"/"next" arrow buttons below the map, or something?
Can you add "improved add clones when defeated"? I want them to actually go back when they are killed instead of having to go to the monsters screen all the time and check.
Thanks for the input. We'll send this along to the team.