@welshsniper, it appears that they are actually gaining movement speed, so by that point they are moving fast enough to reach that point before they land. They start making it to the edge of the shop box by wave 620.
@prohazka, it scales off your toughness. It just scales poorly without Indestructible and a LOT of Spite. With aliveman at level 6, I need at least 1201 Toughness to get the full 120% damage boost. I don't have enough indestructible or spite to get there yet, and even if I did, it wouldn't help much on the 23rd ceiling. Not sure how we're meant to go much farther than 20, the damage/toughness for the amount of PSI we get just can't keep up. And the PSI upgrades get so hard to get any meaningful boost from that I can only manage to get .08% damage per jump from the 22nd ceiling.
Currently, post-20 is (sadly) essentially post-content. While there are still a few things to do, the main portion of content is unfinished and will be added after I fix a few remaining bugs and issues. I'm quite impressed so many people are already there! But I guess I shouldn't be surprised. Thank you for your interest!
@WavWolve The Workout tab is already pretty useless. If you have PSI Chemistry and Mind over Body high enough, you don't really need much besides smooth legs to make the workout tab pretty useless. It sucks that not having enough toughness makes Quicker Ticker pretty bad.
If you don't use a waiter, the cook will use half of its stats for waiting. If you use a waiter not, then only the waiter uses its stats for that. So if your waiter has much lower stats than the cook(s) in the restaurant, then he might lower the earnings unless you train him for a bit first.
But I will look into that and might balance it a bit differently or give out more info about that.
I unfortunately don't have a time frame for that. I plan to release some new game mechanics, fighting skills and enemy types first so if I had to guess I would say not until mid-October.
Welp, I was at e+20 hp, e+19 armor, and e+16 damage (damage scales so agonizingly bad because of how slow wolves are.) Then killing slime 0's glitched the save. FWIW, it was fun until the Slime 0 parade.
I broke the counter on your game. I'm at E +48 if that means anything to you. You should probably cap the speed at SOME point. Because in theory, I could do this game with only the first building and enough levels. You don't have to put any points into Time for your manager since you get a 50% speed boost PER level gained. Space Travels is doing so many ticks per seconds, that's how I broke the counter. You don't need the manager points for anything besides profit, and even then 15% is way too high, seeing as you can get the points so fast.
One huge issue I can see actually lies in this game's progression. I'm on Stage 8 and have been for a few hours. I've watched the enemy health progressively scale out of control. What was once several thousand is now 2 million. These values not being fixed means that as I lose, my progression is sealed off further and further.
So, a slight issue. You're punished for advancing. Nugget veins and Diamonds veins give a set bonus, but all of that is lost as you advance because it takes less clicks to break them. This is infinitely more detrimental for diamonds though. There's no real way to make up the diamonds lost from a vein being broken in one click and you not being awarded all of the diamonds the vein would have given. That amount should be set on generation (increasing as your claims progress) and the amount generated divided by the number of strikes needed to break it, for you or your minions (I find them to all be useless. They gain power so slow, and divide the power of the equipment. Clicking is way better.). It's a tad frustrating to see my efforts to advance in the game hurt me as opposed to help.
This is an issue for sure. Mainly after you prestige, the early claims will be super quick and you don't get all your diamonds. I have to think of a solution for this, thanks.
Okay so dungeons are absolutely broken. I am on Rebirth 1681 through no efforts of my own. After beating the first dungeon, it locked me into killing the already dead emperor. I tried to do a different dungeon, spawned one enemy and locked me into killing it after it was dead. Now every time I rebirth I am killing the corpse of the first enemy I spawn. So far it will give enough exp to level me once per kill even up to level 3059. You might wanna fix that.
Without being able to connect to Kongs API system I am unable to target specific players to give anything so it is capped at 5k due to new players. Please refer to all disclaimers, This is why they are present.
For the people saying they are losing exp, the issue is that the game doesn't auto update on loss or rebirth, so your stats don't change until you put your first points in, and the exp you lose from losing fights doesn't show until you win one. That said. Gremlins, Bears, Trolls, Lions and even Wolves are far too strong for ve rebirthed enough to take them down.
Kaio-ken cat attack is broken. Only ever gives 0. Unless there is a mechanic at play that I am unaware of. Instead of an auto pickaxe, you can have an upgrade section with an upgrade for the cannon (Probably call it Drill Cannon) so that it breaks meteors and gives the equivalent of one swing of the pickaxe at your current prestige multiplier. So you don't get all the awesome of the pickaxe without being active but still get SOMETHING out of the meteors. It can have further upgrades that allow it more "swings" per shot. Upgrades in general would be nice. A replicator for pets that requires a LOT of cash and Petanium to have more of the same pet, and upgrades to make the pets more effective. Upgrades using Prestigium that either unlock new content or make advancement even quicker would be nice. Keeps it from being a "collect to win" resource.
There was a problem with the save system but it is fixed and for now make sure you export your game before close to prevent progress loss.