The frugal skill can allow money gain by simply buying and refunding components.
The dev certainly put no effort to balancing, and the lootbox mechanism makes this game look like a quick cashgrab. Disappointed.
I am playing the windows alpha3 version, and the game lags severely when I have 1000 ups and the game autosaves. It even freezed once. So I turned off the autosave. I think it needs some optimization.
I mean I have done a lot of messing around, I have switched from Unity to Java to C#. The C# version is on Itch.io here
https://sw-creeperking.itch.io/incremental-unlimited-pc/devlog/170169/poc-6
I have gone from Unity to a custom engine in Java, and to C# with SFML.Net and now I am switching from SFML.Net to MonoGame so in the near future there will be a shift and a huge boost to performance due to me using different Engines and Libs.
The e15 particle upgrade says it boosts auto obt gain, but after the update it no longer boosts auto obt. The description surely needs to be fixed. Also, ascension resets the shop talisman and reduces quark per hour- this is not good. Quark is a higher tier of resource than any other type of in-game resource. So the shop talisman mythical bonus should stick even though the talisman is reset.
This game is generally good until reincarnation. Just brainlessly buy anything affordable. However, after reincarnation, I have to make choice between researches. That's alright, but there is no in-game description about how those things work. What does building power do? How does it scale with my particles and how does the coin bonus scale with it? I could never figure it out. The patch note is on a google file which is inaccassable for me (I'm in China). How am I supposed to make choice without knowing about them? I know that I can spam export/import but I hate doing this.
One of the best games in the idle games genre I have played. This game has double exponential growth and allows me to get to insanely big numbers, and this is very cool. The pace of this game is also well balanced, no pay to win, no grind walls. Suggestion: I would like to see some exact formulas in the ingame info tabs or tooltips, which can help me have a better strategy instead of just trying, failing and then go to read the guide.
This game gets very laggy in late red chip stage. I have 5 yellow factories and 40 red overclockers, and the game is running very slow. But it shouldn't --- When I'm not changing any components, the game doesn't need to calculate anything other than adding $$$.
There is severe problem with dragging items around. When I drag items around, the game glitches and drags the whole game UI around instead. I'm using Microsoft Edge.
In late game it's already too laggy now. I think the limit of number of ships should be decreased to 1k or even lower, and add another research that upgrades ship module power & take up more naval capacity to compensate for that. With the Extra tiles per fight mechanism the lag is even worse. Maybe just skip the extra tiles after clearing a tile.
Science complex doesn't increase the production of science drones --- there are no such drones. Instead, they increase the ratio of excess computing power converting into science. The tooltip is misleading.
Reached 1e11300 in a day by building a long snake... I've got 83 nodes, 82 soft resets, sacrifice from high to low, all skills unlocked, and then bash buy max. There's nothing I can do now, and I have nothing to do with the remaining 2000 skill points.
In late game there are lots of materials, and there are wayyyyyy too many combinations, most of them won't work so this is frustrating and almost impossible to play without getting hints from other players. Relying on research obsoletes the craft system, which means there is no point to play this game, and there is no research system for batteries. So I think this game should provide some ingame hint. Maybe show all metals that have at least 1 combination with a given metal, like this: Pb: have combinations with Fe, Ag, Ca, Cd, In, Cu, and show this only for unlocked metals.
Since <1 kg picks are useless, they shouldn't be able to be crafted. Trying to craft a <1kg pick should result in a successful recipe discovery without crafting a pick.
I mean I have done a lot of messing around, I have switched from Unity to Java to C#. The C# version is on Itch.io here https://sw-creeperking.itch.io/incremental-unlimited-pc/devlog/170169/poc-6 I have gone from Unity to a custom engine in Java, and to C# with SFML.Net and now I am switching from SFML.Net to MonoGame so in the near future there will be a shift and a huge boost to performance due to me using different Engines and Libs.