Some save files were corrupted during the big update, I apologize. If you are experiencing this issue then you may need to create a new game in order to enjoy the new features. I will work my hardest to ensure that this does not happen again, thank you.
Another suggestion, I think you should at least have the option to display the dimensions per second gained as a number rather than a percentile increase.
This is a good start, it follows the "trickle down" growth pattern of games like derivative clicker and swarm sim. At present I think you need to add in more mechanics, like you could give the option to annihilate all the antimatter we have into energy, and use that as another form of currency.
I feel like different swords should be better for different styles. Rapiers are good for fencing, and shields can be useful, however it's just ridiculous to duel wield them.
While I doubt many will read this, having recently come back to playing Elona, I felt like leaving this comment, Elona shooter's biggest failing is that Noa (the developer) created it to promote his main game, named Elona (just plain elona, standing for The Eternal League of Nefia), but didn't really make that clear with the English release. The vast majority of people that have played this have no idea he had another game. Elona was a rouge-like dungeoncrawler with the same quirky humor (most of which is actually based on that from the original game) and charm that lead me to eventually look up this game on wikipedia. Noa sadly stopped development due to personal reasons, a few short years before crowd funding became widespread enough to save the game. If you have any interest, visit the dedicated wiki, which is still maintained by a small, but active community.
I salute you brave truck drivers, for testing my unstable bridges. Fortunately, we made the trucks into amphibious vehicles so the drivers are fine. Might I suggest we put truck tolls in front of our bridges to ensure that only one truck travels over them at a time?
Good game, but there's a weird bug(?) where pressing fn + right arrow changes the level, however this does not change the position of the circle/square, so I'm not sure what the purpose is since you can't beat some levels without starting in the right spot.
Also, while I apologize for the double post, from an economic standpoint. Calm the heck down people. Flash gaming is dying if you weren't aware. Mobile games are where the money is at now. Juicy beast might make 1 cent (probably a fraction of a cent actually) from every add you watch. So if they make a half a cent per add and their game with a 160,000 plays gets them 1 million adds, they just made $50,000 unless people pay them money. When you factor in the amount of time that four guys in a basement need to make this game, that's really not a lot. If they didn't have in game ads or microtransactions, they would have made less than they would have working at minimum wage.
I find myself in the great minority it seems in that I like the game and don't mind the grind. Honestly, it isn't as bad as people are making it out to be, they changed the progression from a game that you could sit down and beat in 2 hours to one that you can sit down for 20-30 minutes at a time for weeks. I honestly like the progression better, and I don't care about the adds since I just tab over during them anyway. There is also a few mechanics that aren't really mentioned. For one, pinata's get more valuable every 20 or so upgrades. Also, upgrading money gummies pays back pretty quickly.
Okay so here's a question about your shorthand notation... why? Instead of going to Q for quintilion you go to aa. Then it looks like you go to ab. Where did this come from?
One suggestion, it would be helpful if we could chart a path to a specific research. What I mean is that, instead of just stopping on completion and having dead time until you check the game again and tell it what to research, if you specified several researches in advance it would automatically start the next one in the queue. This could be a free mechanic or thrown in as a passive at the end of the research branch.
After evolving my first derps, who were strong and smart but slow and quick to tire, I found my new Fluffs to be the opposite, they were fast and hardy, and even strong. But they were stupid. So, what did I do, I said "screw you natural selection" and artificially selected for intelligence until all my stats equilized at the 100 mark. I had created a master race of all rounders. I really like the concept of the game and the sense of progression as you evolve your derps, then eventually hit a new milestone and murder all of the existing workers in what I call "the purge" and replace them with their more evolved counterparts. Idle games have become extremely prevalent, and it's always nice to see a new idea done well. Keep up the good work!
I think the DIY rocket is overpowered. It would make more sense to have it take on a role as either a risky, but powerful alternative or something entirely different from the basic rocket. As it is right now, while it doesn't function 100% of the time, it has more than twice the power and lift of the basic rocket, without any major setbacks. It should make you spin out of control or something at least to balance out the increased power.
I feel like the fact that skill improvements are now purchased largely defeats the purpose of leveling up the skills, perhaps make the money tied to the level and the xp tied to the upgrade.
It's an interesting concept for a game, not the best idle but I'll give it a 4/5. That's better than mediocre and there's a lot of room to grow this. One way you might extend the game a bit would be by having upgrades for sale in towns that provided a bonus to skill checks (i.e. lowering the quest requirements.) For example, gloves/gauntlets could make you better at punching things. Upgrades could come in several varieties, for example fertilizer might make farming more profitable, better tools might make the bars fill faster, and some things could raise/lower your stats/skill checks by set/percentile values. You might also consider a skill like cunning to provide an intelligent alternative to brute force (although the running joke about punching things is quite charming).
Okay, edit to my previous comment about heritage upgrades. 5000 faction coins for the fairy upgrade is WAY too much. It should be impossible to get more out of the upgrade than the exchanges. It either needs a buff or a significant decrease in cost (like down to 1000 coins)
I feel like 5000 faction coins is really steep for the new faction upgrades. I only have the fairy one unlocked, but I'm fairly certain I'd get more production from just buying 40 or 50 10% boosts than the faction upgrade.
Some save files were corrupted during the big update, I apologize. If you are experiencing this issue then you may need to create a new game in order to enjoy the new features. I will work my hardest to ensure that this does not happen again, thank you.