it doesn't make any sense that your shells per-second would go down when adding things to your mixer shells persecond of each item added to the mixer should simply be added together, but it's glaringly obvious that this isn't the case. why is there a complicated* equation for this when it doesn't make logical sense for it to be like that?
I agree with refuzo that an auto sell function is extremely important. As a game pitched as an idle game, I should be able to get up from the game and walk away. Min-maxing is something people are very much willing to sacrifice for being able to come back to all purple items or all items with a certain stat, rather than an inventory full of junk...
I really enjoyed this! My only issue is, like mogllion said, that I can't tell when some symbols were stacked on top of each other. My suggestion would be that rather than stacking them, make them slightly smaller and put them side by side
graphics are decent but not great, sound is obnoxious, and the game is way too slow, proper pacing of the unlocks is key to making an idle game interesting. This game doesn't do anything new or interesting, and it fails at the basic level of an idle game on top of it.
My storage got disorganized while I was trying to completely fill out lower level clover pages >_> a sort option would be nice--like it does in the stash
Hovering over a building type on the side of the screen should light up all of the buildings of that type you have currently placed. That would definitely help me a lot at least. I can't tell any of the buildings apart.
The defense stance really doesn't seem all that useful, early or not. My stamina drains just as much if not MORE than the enemies, resulting in me taking a bunch of free hits... while their stamina doesn't go down all that much, and they also stop attacking often enough that they regain their stamina before I do
I find it useful up to about Master Rank. As long as you have about the same amount of stamina as the enemy and decent armor so you don't loose too much stamina when you do get hit then it should work, except against yellow enemies.
Feels pretty bad to have had ALL of the progression nerfed at once. Seems a bit overkill to me. Even with the gifted anima from my previous progress, my new progress is painfully slow. I feel like if I were a new player, I would quit pretty quickly.
The previous version was way too fast. Some players capped in a few days and couldn't even reach Stage 30. We made sure that after capping the essence players would be able to reach Stage 30 but the pace is still in the works. We are currently interviewing our most active players to observe this. I have noted your feedback and we'll do something about it. Thanks for the input!
Since I tried so hard to get perfects on the first try for each level I didn't bother doing regen stuff until I noticed the achievement, making regen master the hardest achievement for me xD Got it though, so satisfying filling out the skill tree.
Definitely running into more complex stuff. I might just not be far enough, but it'd be nice to be able to upgrade the conveyor belts. once you start getting to like, 12 iron ore per 10 ticks, efficiency starts dropping off fast cause the belts can't handle the extra 2 per 10
Mercurymac idk if you're gonna check the comments ever again but I just want to say that it's completely ok for there to be Zeus and Jupiter because while they are technically the same god each version has things which are unique to them. I.E. many roman gods were far more warlike or had connections to war in some way, whereas the greek gods did not.
I find it useful up to about Master Rank. As long as you have about the same amount of stamina as the enemy and decent armor so you don't loose too much stamina when you do get hit then it should work, except against yellow enemies.