aesthetic issue: when a conquest finishes in less then a few frames the associated progressbar produces a lot of flicker, so it may be a good idea to keep these bars filled (AKA anti-flicker) and replacing the X-seconds-left indication with a conquests-per-second indication.
sorry, but due to how it is implemented I have to give the navigation-system an F-. (A. it has been positively identified as the source of the BAD shaking as the camera if focused on the spastic main character, B. 99+% of the time cancels movement without consent)
possible bug: tap damage currently at 4 times monster health, performing 30 attacks per second. Should be getting 1 kill per attack/30 kills per second but only getting 2 kills per second.
@menkarlina: that doesn't help with multi-material products. (sync it up with material A and material B gets out of sync, sync it up with material B and material A gets out of sync)
@Vivec: I've just gone through two resets, the 50% increases are accumulative, not compounding. (and it makes sense, if they compounded the game would get too easy, too quickly)
1-sec delay does not help with the save-loss. in fact, it seems more and more likely that the 'automatic' save makes no attempt to actually write the data.
from the looks of it you never flush the save buffer. (while you may refresh the save buffer every now and then, it doesn't look like you ever give it the command to write the buffer to disk. thus making it fail as an auto-save)
A. manual save should include settings
B. manual load should clear any (erroneously) active toot-tip sequences, not freeze them into never disappearing.
C. Please use .sav extension, makes it easier to place it somewhere save as I (and others I assume) prefer to directly open .txt for reading.
Probably, your level is not enough.