scrolling of tooltips is needed: example if you see attack stats with enough modifiers you need to close tooltip by opening anther menu rather than closing it via button since button has flown over the screen
and one more addition, specially notable issue I see is how early game seems to be balanced around high amount of spirits, artifacts and blessing while very likely player has zero to none on each
some suggestion to make this actually proper idle game: 1) do away with "must do 100 stages" thats major issue of game, 2) have anima level affect passive boost to both character and animas dmg, health, defence, health regen and possibly crit rate with milestones, have characters own level affect percentage scale to attack, health,defence beside manual stat point adding. 3) adding to 1) while stopping mid way adds exp to anima and possible artifact you can still do 100 increment to obtain artifact itself, just to have incentive to push deep
basically, on good idle games I can do meaningful progressions with 5min to 5hour runs or let it grind few days for progress if feel lazy, on this you are seeking 2-5days progress steps without much any feel on gaining progress boosts or advancement
pretty boring progression, without autoclicker animas level seem mean almost nothing; fact that your skills and level reset between stages also means tacking whole 100 levels (totalling 500 stages) without huge wallet spending on boosts is massive grindwall for early stages; assume this eases somewhat as you get artifacts but well thanks to grindwall early games is massive and very boring slowfest
this game like few others (idle dice comes to mind) suffers from horribad coding regarding saving of values where longer game runs more bloated cookie gets to point where browser cannot anymore handle it, at this point trying make backup save is also near impossible task simply due sheer supermassive size of said savefile, where apparently every single value is bloated to fit one whole integer
horrid coding and severe save bloat warning: longer game runs more bloated it becomes, and guess why ...because save file bloats past 6T marks value in 24hours
bug: my trimps no longer want to stop before top spire, they just automatically ignore order of top, 2-top and map at and instead will go ahead and fail
and if its bug ...then you likely have some pretty bad coding error that stops nodes from unlocking for point spend after reaching first unlocked on tree
aldso, adding, current perk tree is confusing mess with its tree form, I do not know if its intentional or bug but you have to follow each of 4 lines (attack,magic,speed,health) from top to bottom instead of getting (like tree suggests) branch, eg on health tree allowed to take onto health or defense line) if its intentional can I suggest to move 4 paths onto top row and let em unfold downwards in single line
suggestion to improve perk skills tab: add connecting lines for same row items making visibility of order of obtaining easier, also possibly add option to collapse further in line items until you have em