I feel like your gameplay optimization is on point and now it's time to look at some UI elements, like making the rightmost column of upgrade look different (maybe a dotted outline, or use different text)
I spend most of my time now trying to see if there's a frame where I can see the actual health of the bosses so I know if I need to upgrade something. Any way to have these health and damage somewhere that isn't flying across the screen?
Been 18 days since reaching level 23. Still drop by every day to move games and do a spin and play the secret game. 25b gold to go. Most upgrades abour level 5 or 6. Probably another 3 days
The changes I would priorities (besides content) are:
1. Grouping in inventory, or even way to match equipment of body
2. More skill sets with slower skill growth
3. Upgrade and 'Next' actions can be stacked on top of each other. Not only because not many, but because they will both share the rightmost spot which indicates progress
4.
Reached level 23 about 10 ago, drop by every day or so for a few minutes to move the games, spin the wheel and maybe play the secret game. Got lucky with a +3 game level. Should be done in another 3 days
slightly annoying that because of weapons, you don't really see the value of resetting more than once until around level 700. Also at the level it is possible to RNG beat a level 10 gatekeeper and then die on normal creatures constantly, making the auto battle not yield any results
Got maxed final weapon at day 15 except the upgrade everything perk. Realised everything meant every past weapon, decided to at least wait till level 20 to see the final boss. No boss. :(
I've started to see many people's game break due to over levelling. The issue is that you can gain enough XP from friend tasks and the daily tasks to level up before your production increases meaningfully enough to handle the next "end of day maintenance".
I suggest that to resolve this, end of day maintenance be correlated to total level of the 4 buildings instead. This will bring production ability and requirements much closer inline, while still rewarding "over-levellers"
I see your games as a tragedy of great concepts, good UI and great understanding of the user all wasted by some lazy coding practices and not putting in the time to make the maths of the games engaging. You're talented, you can do better
How to start this game:
1) Don't buy quarries until you have at least 9 tiles of land
2) Until then, the optimal is for 4 plots, 2 wheat, 2 wood, after that, always 1 wood and a 2 : 1 ratio of wheat to farms.
3) Once you build a quarry for the first time, make sure you have at least 2 extra plots of land for the quarry buildings
New content is constantly in development. Next update is going to bring 10th level and some new achievements