I'm sure the idea is to make it look more fluid, but the little wiggling crosses actually make it really hard to focus for me, they distort everything. MUCH preferred the graphics on the first one!
Yeah, this really isn't an idle. If you stop clicking on shapes it's very rare that you actually inflict damage so you just have t gold farm until you can upgrade someone high enough. It's all well and good the Devs saying they'll change it up in part 2 but this one's just no fun to play as it is
I think there might be a bug with the 2nd minigame-the ratios seem to be all off. Only approx 1 in 10 blocks had any kind of insect in and there was a surplus of bombs/clocks. I amassed over 2 minutes of time before I stopped clicking them, took about 10 mins to get the gold score.
Also I think the minigames should have a way to quit to record your score without having to just wait for the clock to run down-an exit button or something!
I think there should be an upgrade that gets you less people/freezers and more tents/fires-it gets a bit tedious trying to avoid them if you're going too slowly to knock them out
Definitely needs some kind of targeting ability so that you can attack the monsters nearest to you not the ones closest to the exit, it's really annoying when your archers are facing the wrong way to do anything and just keep getting killed by anti mages
I think it would be good if once you'd got as far as the boss on a level if the next time you clicked on it you had the option of playing the level again or just getting to the boss because it's getting really tedious now playing the whole level before the boss turns up
I like it but it would be helpful to have some sort of colour coding/numbering system for the transporter blobs as it doesn't seem to have any logical order to which one you would transfer to when you press C and sometimes you need to be specific in order to get the timings right. R to restart would be great too!
I do think it's a bit rubbish that all these things in space seem to have their own gravity so that if you crash into them you stick and can't get free, wasting all your health in the process.