Having the xp rate or the xp you have lower down so you can see how much you're actually growing by... i've had before where i'm getting like 0.03 at 10^5, so the numbers feel so small, and optimizing seems more difficult.
Other than issues with saving and having to export/import... And memory issues where i disable all projectiles and texts... the game seems and fun enough
Hmmm description doesn't really do justice to explain the game very well. Let's see... Build a ship (under the max tonnage). Trade is mentioned (with who? I see no money) fighting happens (with only one ship at a time?). XP is the only thing that matters to move forward.... Feels like it needs more.
Oh yes another recommendation... for the extreme capacitor, it should be the last thing to get energy when considering selling energy; This way it generates less heat. Consider If I'm getting 100T over the max I can auto sell on capacitors I upgrade 1 capacitor I don't need to be getting 1Qa heat which I can't manage easily (Those things are difficult to cool, so it makes them useless to buy).
Oh yes, i'd also like to have miniature reactors you can build. Say have up to 10 of them. Then they become placeable items in your main reactor. Hmmm... I wonder how it would be considered a tall stack (a column?).
Alternatively having multiple reactors (and a tab giving you tons of reactors you could go to) would be preferred to the expanded/dragging reactor that is currently in place, it's annoying to rebuild after you accidentally make your whole reactor go kaboom.
Actually being able to program your own parts wouldn't be bad. Consider making a corner pipe that is also a partial heat sink, or generates electricity/current as it passes heat through it. Perhaps with slider options to add features or make it partially programmable, that would be interesting.
Flood fill to a specific part.
Actually saving the current floor before modification so if it goes kaboom you could instantly reload it (although it costs you money) and continue with your experimentation.
One change i'd like to see, is that heat vents when considered for transferring heat via exchangers, includes the dissipation AND the total amount of heat it could hold, rather than just the max heat. I have dissipators have far higher values than the value of their max heat afterwards.
5) Maybe an 'Upgrade all heros' button at the bottom... where it tries to upgrade according to limits or just whatever button/multiplier you've assigned...
so ideas for minor improvements. 1) Allow a max at multiples of 25 to optimize the x4 damage. 2) Let you put in a cap of how much money you want to give to your heros to max their level up. Say i have 10^80 gold, i could set 10^78, then max them all up equally rather than fighting with them being uneven with Q. Hmmm 3) Let the upcoming hero souls give +1% damage before you ascend. 4) Make Morgulis more effective. getting a +1% (10%) bonus from a hero soul doesn't seem like it's quite enough. +2 to +5 would be better, although once you get enough hero souls i guess in mass numbers the problem is moot.
@victoryordeath - Based on pure assumptions, if the max framerate allowed is 60, and the max clones to cap it and give you 1 level per clone when capped, then you would be getting 60 a second max. As for the actual number, it probably ranges between 20-40.
@Theolin - Rebirth multiplier is affected by the upgrades, not the monuments. Specifically a 4:1 ratio. Try to get as many upgrades to 20 (x5), if you beat higher level baals, the limit raises. You'll need a LOT of divinity to make those upgrades.
@Quizer - The white bar's transparency is useless. I found when you get to about level 75+ you don't rely on trying to HIT the white bar, instead you just want to hit BEFORE you get to the bar, otherwise you'll usually overshoot it. That and the bar gets smaller to make it more difficult. I wouldn't worry about it's transparency too much.
@gryffendeur - The teirs refer to the physical and mystic training levels. Compare the same number of clones needed on both sides and you'll notice they are identical, so if running needs 100 clones to cap, your double punch also needs 100 clones.
@Ryu82 - That sounds like it could be good. I will try making a small idle game based on AHK (autohotkeys) and see how it performs, and offer you the sources if you wish. On the otherhand it is completely incompatible with C# that Unity uses. Although there honestly shouldn't be that many formulas to make or transfer.
Well I was more thinking of using the unity code and try to make it work on other plattforms. As of now Idling to rule the gods has almost 21000 lines of code in c# for unity. There is also very little duplicate code. And c# is a language where you can use lamda and such which reduces the lines of code. So it is not as little as you might think. Rewriting this game in another language would require me at least 300 hours. I won't do that atm. Especially because I know c# best after java and didn't use other languages much until now, so I would need longer in other languages. So unless I'm really bored (which I'm not atm) I probably won't write the game it in another language.
@Ryu82 - I was referring to making a full blown windows app/game rather than deploying on a platform like flash, it doesn't seem like it would take that much to make (or duplicate) even in a higher level or scripting language. But that's unimportant for the moment. As for cheating, even if someone skips the game forward 10 years at a time in order to cheat, after a while you kinda got to stop an ask 'what am I doing?'. Cheating is rarely satisfying.
Well if I made a .net-App I probably could use most of my calculations again but I still would need to rewrite the whole gui and there probably won't be that many players who will use that so it might not be worth it. But maybe I can try to export it from unity to a windows 8/10-app and put it into the store there. If that works, I wouldn't need to rewrite the whole gui.
As for cheating, that is true, but if someone cheats. He has seen most of the game after he finished and then most likely won't play it again. If someone can't cheat that easy, he might play it longer. It is still not that hard to cheat in this game (without server checks for almost everything it would be almost impossible to prevent), but you can't cheat without any external tools. Without the server check for the offline time, you could cheat without any tools pretty easily.
Well I was more thinking of using the unity code and try to make it work on other plattforms. As of now Idling to rule the gods has almost 21000 lines of code in c# for unity. There is also very little duplicate code. And c# is a language where you can use lamda and such which reduces the lines of code. So it is not as little as you might think. Rewriting this game in another language would require me at least 300 hours. I won't do that atm. Especially because I know c# best after java and didn't use other languages much until now, so I would need longer in other languages. So unless I'm really bored (which I'm not atm) I probably won't write the game it in another language.