Some quality of life improvements would be hover over tooltips for all buyables. Afaik, the only way to see what something does is to click it, which also buys the item if afforded.
Likewise would it be nice to have a better targeting for click damage. As it is it seemingly goes on layer and general area which makes it very hard to focus damage on desired targets.
Saw in "real ending" an option for alt ending by pressing escape. Skipped it first time and now it doesn't seem to appear again. Is it a one time chance or am I just doing something different subsequent runs that I don't realise?
PSA:
This runs using Python 2.5, an environment no longer in service. That is why the game doesn't work. Dev will have to migrate the project to a later Python version for it to work again.
I really do enjoy the soundstrack but honestly, it would've been helpful to turn that off when your only clue is sound. Sound drowned out by melancholic violins.
Absolutely fantastic game.
The athmosphere was wonderful, the story well written, the narrative nicely executed & the puzzles innovative, varying and fun.
Love the concept and am really looking forward to part 2.
For people craving a cash per second value:
While it's not optimal you can quite simply calculate it if you do not leak any enemies.
Simply take (Enemies per second * Kill cash) + (Packet value / 15)
That was a TODO (aka achievement) flashcard ;)