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Halve the icons aren't showing. The ones in the buy + sell tab + the compontents potions need. Only what they produce is showing.
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Game's great. Cascading recipes are a lot of fun, trying to balance them out and satisfy my OCD. :P Unfortunately, the most challenging part is the UI. Suggestions for future change: instead of the buying options open 24/7, open up a window with tabs "Ingredients, Tier 1 potions (potions made exclusively from herbs), Tier 2 potions (potions made of Tier 1 potions), Etc". On the window, you display the current number of required ingredients for each recipe and the amount produced. Maybe even buttons on the ingredients themselves that'll open up the tab they're in and zoom to them. Idle games like this one's worth is heavily based on ease of access and usability in UI. And, unfortunately, this one is a little lack-luster. :/
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It would be nice if you didn't have to reset to get the multiplier. Some other mechanism to gain the 2x, perhaps you have to spend the money once it's accumulated to get it instead of resetting. Like once you get to 100m you have to spend the 100m to get the upgrade instead of resetting.
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I just wish that money would accumulate offline. I've grinded as far as I an go and the costs are just too high to make any more progress.
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maybe instead of a list, have pull downs. like ingredients, tier 1 potions, tier 2 potions etc. and perhaps the ability to zoom in and out so you can see what all you've set up
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What this game really needs is some means of grinding up your multiplier aside from the big level up resets. The slog from X64 feels like a wall and I'm not looking forward to seeing what X128 brings.
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DON'T READ THIS. YOU WILL BE KISSED ON THE NEAREST FRIDAY BY THE LOVE OF
YOUR LIFE .TOMMORROW WILL BE THE BEST DAY OF YOUR LIFE. NOW YOU'VE
STARTED READING THIS.DON'T STOP.THIS IS SO FREAKY.1. SAY YOUR NAME 10
TIMES 2.SAY YOUR MOM'S NAME 5 TIMES 3.SAY YOUR CRUSHES NAME 3TIMES 4.
PASTE THIS ON 4 OTHER GAMES . IF YOU DO THIS YOUR CRUSH WILLL KISS YOU
ON THE NEAREST FRIDAY. BUT IF YOU READ THIS AND DO NOT PASTE THIS YOU
WILL HAVE VERY BAD LUCK . SEND THIS TO 4 GAMES IN 143 MINUTES. WHEN YOUR
DONE F6 AND YOUR CRUSHES NAME WILL APPEAR IN BIG LETTERS ONTHE SCREEN .
THIS IS SOOOO FREAKY BECAUSE IT ACTUALLY WORKS.
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It would be nice if there were a way to force a save. As it is, the game auto-saves pretty well, except that there is no control (or indication) of when this happens. Typically after exiting the game, when I return I find that I have lost my most recent upgrades, which is really annoying. I would prefer to do (1) upgrade (2) force save (3) *then* exit the game, knowing that I won't lose my upgrades.
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@Kailen4 If you feed you need the auto sell and want to afk longer you can watch it 3 times in a row and bank 90 minutes you can only watch an ad if you have less than 70 min time on him.
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I've been stuck at the red rose for 3 days. I FINALLY was able to research the next herb, but now it's impossible for me to buy without letting the game run non stop for a week. Needs a bit of balancing there.
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This isn't a game. It's an excuse to get the "players" to watch an ad every 30 minutes to make it "playable." Avoid at all costs.
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Oh also, while you are working on a better menu (I saw you mention that in a response); could you maybe make the sliders on the current menu a bit bigger? Or maybe that's a browser problem? But the in-game sliders are extremely thin, making the already sub-optimal list form menu that much more inconvenient.
I love the basic idea though, not enough alchemy themed games :)
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Interesting game, but it looses my interest quite quickly. I think adding names to things would be a great improvement, a nice touch to the game. Give it a bit more personality and atmosphere.
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Another reason I have to stop playing this game - after a reset / prestige, it takes 300+ clicks to get back to where I was before. Now my clicking finger is aching. Your game is harming its players!
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You've got the seeds of a good game, and a good monetisation implementation. I want to like it, but I can't. It is confusing working out the herb and potion prices - there are multiple similar small bottles & on the right hand side, all images are overlaid (most of the time) by 'Auto'. Suggestions:
a) Give the herbs & potions names!
b) Eliminate the left column! I love the central 'desktop' - make that the main focus. Let me level up by clicking the herb / potion images in the central space.
c) Display prices & levels on the icons in the centre.
d) 'Research new herb' / 'Research new potion' could be moved to icons at the top.
e) maybe allow player to connect herbs / potions with lines showing the flow of products.
f) Eliminate the right column! Herbs & potions could carry a max storage, shown visually by a line filling up (starting with eg 50 units max, upgradeable). This would allow the entire game to be focused on the central alchemic desktop space.
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Should periodically save progress - I spent around an hour playing it, and then lost all my progress due to a power failure. Probably won't play again since I feel like I'm just making up lost progress.
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The potions should be organized by when they were unlocked I know you were going for tiers but it just confusing that way.
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Just some ideas to add to the game. A more organized shop. Organized by herb and potion color. Make the sell prices update with your current multiplier. Make a selling option, comes in handy if you accidentally by to much of a certain potion. Maybe add a shop where you can increase the speed of how fast something is produced + how much each level will give. For example if something gives 1 per completion you can buy an upgrade that gives 2 per completion. For the worker make the auto sell start off. Had it on with a lot of stuff and the game froze for a minute.
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I really like this game, it is an interesting theme to use on an idle game. First off, I find the game somewhat visually uninteresting. I get how hard it is to make this kind of game look good when your not good at drawing, I feel like your missing out on opportunities to really drive your theme home. There also isn't much too the game game play wise, which is fine for most idles, but the best idles always have some kind of interesting active play that is rewarding but not necessary. For the current setup, dragging the backdrop of the icons is annoying, it would make more sense to me to keep the green background still and lock all of the icons inside the screen. The only other thing is that for me the level up system wasn't clear at first, so I got pretty far before realizing that I needed to level up and I lost all of it which was kind of frustrating, easy fix just need a popup telling players to level up the first time they get enough to level up. Great game, keep it up.
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from x32 to x64 is a H U G E gap; and personally i think it's too large! i am at x32 for about 2 hours longer now as from x1 to x32 combined :-(
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I really wish there was a way to sell producers. It's easy to buy too much of one, and then it's impossible to get the numbers to line up neatly ever again...
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really like the game, but it would benefit from some kind of excess cash or herbs reward system when you reset - would let you aim for productivity rather than saving for the next reset multiplier, which discourages hunting out the later upgrades. Otherwise, a really fun game, great job :)
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Hmm..I see something I think you could add, Revelbase. Clicking on a window lets you produce faster, but if you move at all you move the window. Those of us that don't like that are going to be irritated by it (it doesn't bother me too much, but it is a little irritating.) All you'd have to do is create a Lock command in the Options menu to lock the position of all herb/potion windows. I'm not sure how easy or feasible this is, just something I can see as an option some people might like.
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would be nice if I could choose to hide resources in the right panel once I stopped wanting to sell them, so that I could keep all my sellable resources on one screen.
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Would be cool if there were tooltips to let you see your earnings per cycle for the ingredients / potions, so you could more easily calculate what makes sense to buy.
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When we start over to get the next bonus ive noticed that the sell price stays the same ( currently a x2 bonus and the sell price says 1 ) which seems a little weird. Although I have already tested it and I do get the correct amount but sometimes I feel worried and feel like I am getting the original amount.
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There is arguably a gap in balance once you get into the e18 range. It's not a huge one, but you do need 100,000 of the 2nd red potion to get enough gold for the 10e18 upgrade. Perhaps either the increase per bracket needs to be deccelerated, or the potions themselves need to be reassessed
Good game, but there is a huge wall and i know it won't get better, and all walls should come with equal rewards
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you should separate ingredients by a tier system, tier 1 is everything for 1st blue and tier 2 is everything for second blue, and I tabs for each teir
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Nice game, i like the idea very much :-) One small thing though: a new add (new manager for hiring) as soon as the previous manager's time runs out, is a bit OP (over powering) ;-)
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It really bugs me that I have to buy a large quantity of everything to make the numbers match the production needed to make the next potion. And sometimes I missclick and buy one extra item and can't sell it back, so I have to re-buy everything again to make it match yet again. This is really not a game for people with OCD.
Also, I'd like to see the income per second, or at least the sell value of the potions with the multiplier added to the normal value. Like, instead of $1 for the first herbs, make it say $16 if you have a x16 multiplier.
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3rd reset, game started getting clunky. 4th reset, using the "manager" for auto sell etc., completely froze my system worse than any game I've ever played. Something is wrong here. I'm not running a particularly light system... Not just your normal crash and burn, completely froze out and sent cooling into overdrive. Had to hard shutdown to get out of it. Not just a little glitch, but potentially damaging. Needs some serious reassessing! ;)
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Sequestor, the multipiler is going up by 2x while the price of the next multiplier is going up by 1000x. Maybe thats why its slowing down.
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Is it just me or the game becomes super slow in terms of progress after x32? It literally took me days to reach x64 from x32, am I doing something wrong?
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I like it except for the "when you level up you start over" but I think it's just something I'm not used to. Nice game overall, though :)