Sorry it was a bug of the 1.1 version, fixed now, edit: you can earn money in the anti-clicker tab and with your 4 starting workers assigning in the blocks, now you can with the grid selection fixed.
For all the time and effort it takes to actually level up a particle, the bonus for doing so is ridiculously tiny. Gaining one level seemed to give about a 1% bonus to damage. And nothing for the HP, which are terribly low. Indeed the constantly dying particles make an already glacial advancement pace nearly unbearable.
The lab mainly function, at least on the first season, is try to reach the max amount of lvl 10 pins to unlock the second tuning stat that adds critical chance. About the dying particles you can unlock the rest pin craft at 3-3 and the first tank pin at 3-8, and if you are lucky you can find a slime and get potion pins ;)
Thanks for playing the game long enough to break it with Ascend ;D I believe its based off the math equation giving you uppers being done to 0. I locked the ascend button after each ascend just like it was at the start. This should fix the issue.
Needs a cloud save or a save import/export. Currently there's no good way to maintain a persistent save. Which makes the game practically unplayable for the intended long term.
No, because otherwise there are too many beneficial bocoupes to camouflage themselves under the lazer, and the life, the care and many other mechanics of gameplay present and future will suffer.
Needs upgrades at various intervals (such as per 25 units). If those upgrades also came with a particle effect variation/upgrade that might be nice. The particle effects are currently the major draw. With added depth to the gameplay that may change.
@Rawrkanos - you can get Idle Bucks through various means that don't involve real world money. And if it has cloud-saving, I'm glad to hear it. I don't care about cheating, but I need cloud saves (preferably) or an import/export option (less preferable) to reliably maintain a persistent save in these long-winded Idle games.
If I want to purchase x10 gems, I don't want to purchase x1/x2/etc. And if you're going to make the purchases sloppy like that, at least have the number and cost show up in the purchase preview.
The ancient vampire that spawns randomly in the Charred Keep seems nigh invulnerable. Even manually spamming spells isn't enough to overcome its ridiculous ability to heal itself, and never mind the absolutely lethargic rate of auto attack. It doesn't help that the player's accuracy seems on par with that of Mr. Magoo throwing a paper airplane at a dragonfly 100 meters away during a hurricane.
Given that the higher tiers of Dimension Gate abilities are already more expensive than the lower tiers, and that they're invisible until you purchase the relevant lower tier ability, the upward scaling of cost on all abilities each Gate seems a bit much.
If you're going to make a ridiculously long Dungeon with a Stamina cost so high that the only way to stay in the Dungeon for a reasonable length of time to make progress is to have three available actions and to set two of the actions to Rest and Chant... then in order to properly idle Rest and Chant should NOT automatically shut off when you run out of Stamina and then recover.
Sorry it was a bug of the 1.1 version, fixed now, edit: you can earn money in the anti-clicker tab and with your 4 starting workers assigning in the blocks, now you can with the grid selection fixed.