HP regeneration becomes a problem later in the game, especially in speedruns, but also as you grow more powerful. Buying creation count upgrades actually increases the creating per second you can gain, but the other stats are limited by their mechanics. This results in having tons of HP that you can never fill up. If I do speedruns, I spend the entire run with my HP empty, and I can't defeat gods that are 10~100x less powerful than me. It would be cool to have some kind of GP upgrade that increases a HP regeneration multiplier. It should either be fairly expensive / inefficient, or not work in battle, to avoid cheesing boss fights, but I feel like having an option like that at all would be good.
Speedruns are already by far the most effective way to progress in the later game and HP regeneration is the biggest limitating factor of it. If I would increase the hp regen speed, it would seriously boost the speedruns even more which I don't want to do. For longer rebirths, the HP regen is not a problem. Because upgrades for mystic statues are quite cheap, you could build also build a few (hundred) more of them even if they don't increase your rebirth boni to improve the HP regen.
Might be an idea. Maybe something like you can adjust clones to refill the generator and the more clones you adjust the faster the divinity generator works.
It would be nice to have a 100k button to go along with the 1, 10, 100, 1000 and 10000 clone buttons in certain screens. If you make the buttons read 1k, 10k and 100k, you can probably make them a little smaller and squeeze another one in there.
I read in one of your comment responses that GP drops from UBs are non-random. Is this true? If it is, that doesn't seem quite fair... it would mean that I will never get a GP from UB1 or UB2 if I only fight them once a run. Even if it's deterministic, it should keep counting across runs and award a GP every 5th time I defeat UB1 across all runs. At least that's how I feel.
UBs were mainly implemented to boost longer runs a bit because before UBs in loger runs it was really hard to gain GPs.
In fast runs which only last one or two hours to fight the first UB, you are already getting a lot of GPs from fighting Gods and don't really need the extra few GPs from UBs. So I don't really want to change that. But I might change the description a bit to point that out.
A divinity reserve would be useful. You should be able to set aside an amount of divinity that will not be spent on auto-buy from creations, but auto-buy from monuments or the div gen is allowed to spend it. This would help prevent clones from being kicked off a project just because your div gen is empty for a split second after auto-buying stuff for creations. Alternatively, a 'keep trying' switch for monuments and div gen, which instead of kicking off the clones just keeps them trying to build the structure until there actually is enough divinity to auto-buy the ingredients.
Sometimes the game seems to take a long time to realize that I've started to gain stats, which ends up causing the game to freeze when I hit the CAP button for the first monster in Fights (as if I still had no stats at all and it required a lot of clones). This sometimes happens despite the fact that I go to the Train tab first and that I'm not especially fast.
You mean at the start of the game when the offline-calculation takes place?
If you are longer offline, there is a lot to calculate. Especially monuments take longer to calculate because they are calculated one at a time (to check for creations and the increased cost after one is finished). So if you are offline longer and are building all monuments at once, it might take a few seconds to calculate.
It would not be easy to make this calculation faster and I don't think a freeze for 1-5 seconds or so after starting the game for the first time after hours or days is not that bad. But I will note it down for maybe a improvement when I have time to do that and feel that it is necessary.
Physical is almost completely useless in late game. Creation does HP better, and Battle does Attack better, and both of these are easier to get large amounts of. If you have some idea to make Physical more relevant in late game, that might be something good to add to the game.
Hm I will think about it. I agree that physical is the stat which is the least important but it also depends on the playstyle. Especially in the late game if you do rebirths only once every few days and are offline more than online, then your physical stat is already higher than the creation stat and so adds more to attack (at least for me).
For more active players/ players with a high creation count, creation is generally by far the highest stat though.
In TBS, the white bar should be see-through in some way. The player has to be able to see how far the blue progress bar is along while it is in the white zone. The opacity of the white zone makes aiming needlessly more difficult, especially while the score is low and the white bar is large.
Gender change shouldn't be something you have to buy repeatedly if you want to switch. Make it something you buy once and can then toggle at will, just like the other cosmetic options.
The gem display on the main game screen (once you unlock it by having gems) should also display how many gems you are going to earn on the next soft reset. It's nice that it shows how much currency you need to earn for the next gem, but to get a good idea of your progress, both of that information should be shown.
"Total GP spent" should be one of the high scores, so it's easier to compare relative power levels between players. Upgrades bought with GP are the true measure of power in this game, after all. Obviously, temporary boosts bought with GP shouldn't count towards it (or you can have two separate highscores for that.)
There needs to be a prestige upgrade that lets you sell more power per tick, I think. At some point you end up with almost your entire area full of capacitors, and there isn't really much you can do to mitigate the problem.
Tower clicking quests are very hard to do when the hero is so strong that he kills the enemies in one click. In such a case, it also takes a long time to progress through enemy levels, so those quests just take ridiculously long. Maybe make it so that if you set the hero not to work, he still goes to the arena but does not attack, so the player can do all the work with clicks?
I got an unholy crapton of resources when opening the game after not playing the game for a couple of days. Are you sure your offline progress calculations are correct? It took a couple minutes just to count them up; you might want to streamline that as well.
The miner and lumberjack can be turned off (though I have no idea what the point of that is), but the checkbox does not uncheck. So it looks like they are still turned on, but they don't actually work. The interface lies! Please fix that.
Speedruns are already by far the most effective way to progress in the later game and HP regeneration is the biggest limitating factor of it. If I would increase the hp regen speed, it would seriously boost the speedruns even more which I don't want to do. For longer rebirths, the HP regen is not a problem. Because upgrades for mystic statues are quite cheap, you could build also build a few (hundred) more of them even if they don't increase your rebirth boni to improve the HP regen.