Good to see WebGL Unity in use. The plugin situation and compatibility with browser standards was becoming a mess for too long and devs like this should be encouraged because they're pioneering the new standard and hammering out bugs.
Needs some efficiency and usability features: Auto-combine or hide Cubies, 1 click collect for all quests and achievements, ability to bulldoze residential. Will need some beyond idle-sim goals/features to have staying power.
Thanks for the feedback, we will add a +1 to those quality of life features you requested. You can right-click and hold on Cubies to combine them right now though.
"8 hours ago - 0.7.0 Artifact Update". I don't see an artifact update on Kongregate, just an advertisement to try to lure me away from Kongregate. Looks like you got players into the game under the impression that they can play on Kongregate, only to switch over to your own website. I don't know if you intended to do that from beginning, but the optics of it look bad. You should disclose that it's an offsite game from beginning.
We didn't know we would need to bring people back to our site at the beginning, I hoped that since kong plays video ads before the game the revenue would be higher. So we were faced with the option to stop development or try to see if anyone wants us to continue by playing on our site. It's been nice to see people support the game and want us to move forward.
I suggest you add a feature to auto-increase the level, or click to the latest level, especially when you add offline gains. What ends up happening if you don't is the requirement of the player to tediously click forward until they reach where they should be given their boosted power level from idling. This can reach hundreds or thousands of clicks, a failure in design persisting in other idle games of a similar combat format. I hope you can do better.
Nifty little idle of the farm idle design. I hope there's an end-game somewhere and not an infinite abyss, ie: unearthing a UFO and a cutscene of almost becoming world famous at an unveiling, then men in black coming along, taking the UFO, and leaving you with a shovel right where you began... then a flyer claiming atlantis is in blows in the wind smacking you in the face, read it, look of excitement, then game fades to credits as the digger races off for his next adventure. Or, you know, something like that.
Tested prestige. Not sure there's much going on with it, and autoplinker is still too steep at 2500 for an idle. Most cash isn't from coins but from cloned/hunter balls raking in the plinks and bumpers, so the time gap at start to gain autoplinker still remains.
Late game income could certainly use some balancing - I've been too busy writing code and making new levels to spend much time playing with all the new stuff I've added. I'm glad you've enjoyed it enough to prestige and comment. Thanks!
Needs an endgame. Buying over 100% is an unsatisfying way to end the game for the player, given the work you've put into it. This is the type of idle game where at a certain point you could allow the player to simply win the game, keeping it light and leaving players happy rather than bored.
Part of my design philosophy when i started making the game was to avoid any winning or losing situations - hence you having unlimited balls per level, no rating system for performance or incentive to do "better" (outside of the level completion bonus, I suppose, which was just added.) I don't even consider it a "game" in many ways - as I was making it, I was intending it to be more of a toy.
I like that the game requires you to know certain things, and I hope it becomes more advanced over time. I've noticed someone who doesn't understand can still progress without stalling, but will inevitably learn from the game anyways. This is a better approach than the binary option to either quiz people in a game or not at all.
It's not clear how you gain mutagen. If it's random chance on expansions purchased, it seems like an unlucky streak could send someone into a progression wall they can't escape, or if it's random based on time, someone could end up waiting weeks for the mutagen to be worth their ascent. It seems like making mutagen random is more for thematic styling (random mutations), but doesn't make much sense in terms of progression. The reward of mutagen isn't obvious, but the lack of mutagen gain is obvious, leading to the opposite feel you'd want players to experience.
Thanks for the feedback, we will add a +1 to those quality of life features you requested. You can right-click and hold on Cubies to combine them right now though.