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Sales team doesn't seem to gain speed after a certain amount... like 75 or so. Are they supposed to or do they max out without telling me?
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So the further you get, the slower your sellers sell, engineers engineer, and researchers research. The cost increases aren't in line with income increases, so not only can you not do them better but you have trouble keeping par. And resets just mean fewer clicks needed per circle? It's harder and more expensive and never really gets easier.
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What am I selling? Why do I want to make 'it' that F'en small? Who the hell buys "billions and billions" of units of 'it'?
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Engineer should stop upgrading once at the theoretical minimum diameter. Otherwise it just spends money, doesn't shrink the size and the researcher never gets enough money.
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The lack of a save feature kills it. I spent all day working towards my first reset and then waited until it was 'saved' before leaving, came back and my progress was gone.
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My workers don't have consistent speed - they get slower all the time. Right now I'm at quintillion with 170 salespersons and I can't even mantain my 100 salespersons speed at quadrillion. It's getting frustrating.
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Damn... After a while I was thinking I must be close of the plank length...
And nope...
its crazy how a planck length is small... im not even close yet...
Just for making me realise how insanely small it is you got star!!
Not really. I added that during early testing and never took it out. I mainly keep the controls around to help throttle the engineers who can often take away resources from the researchers (one of many tuning issues I'm aware of).
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This game really has a potential :) but theres a lot of work to be done. First start with offline progress. Also prestige needs alot of tunning - its plain with no target than increasing (maybe some prestige points to spend in some sort of shop for different bonuses instead of increasing percentage). Also u can try to add some more steps to do not just sell, cut and research. Buy [ammount] should be good to :) But u've done a good job already just put some time to improving good to be best :))
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@Draygen that is absurd to the point I wonder if you are playing the game. The further you get the more each shipment gives income per sale. When it goes from requiring 100 shipments to purchase each salesman to each shipment yielding enough money to purchase a salesman obviously the income increase is affordable. When I can purchase 10 salespeople in 10 seconds of income I see clear gains in their output.
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Would be nice to have +/- buttons modify by x5/x10/x50 and so on (like in many-many other idlies), since I frequently change my engineering level to match my research, and when you have many, it becomes somewhat tedious. Another idea would be to modify multiplicative, not additive, since I don't really care for precise amount, I want it just to be noticeably less than current
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Problem: hiring another salesperson becomes more and more expensive, and less and less useful. Buying a second SP is a 100% increase, a third is a 50% increase, a 4th at a 33% increase, and on and on, until buying a new one is not cost effective. Maybe some multipliers at certain intervals would change that.
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Suggestions: Add an export/import save file; Scientific and engineering system (you can also add english system like milliard); different languages; different types of units that can be shipped/sold. also add a scale comparison (ex. red blood cell vs. unit that you are selling) so we can see how small those units are.
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Appears to be no point to resetting, other than to get an achievement. Appears to be no point to achievements either. I like the idea, but this is missing a LOT of stuff right now.
Each reset increases the effectiveness of the Engineering and Research actions. The multipliers start at 0.95, and each reset trims 5% off the current multiplier. So you'll have a 0.9025 multiplier after the first reset, a 0.857375 multiplier after the second reset, and so forth.
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You need to apply idle when player switch tab.... kinda ridiculous idle game stop idle just when we are switching tab
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The gameplay likes some, the idle gains shouldn't reset the cooldown for the manual gains. This just make the player "useless" after you have enough idlers
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This is what a programmer makes when he is bored. This goes beyond minimalist, this is using the very default of defaults. Proof that you don't need a great graphics designer, nor an incredible artist, to make a fun game.
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Wait. Why do i have to pay for autoresearch? Paid millions to hire my researchers and they don't even do research for free?
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I think it would be great to be able to upgrade the size of the container aswell. Thus, you could have smaller and smaller objects in a bigger and bigger container ^^
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There seems to be very little point to hiring more than 3 or 4 engineers, since the efficiency of decreasing the size goes down the closer you get to the theoretical minimum, so they end up just costing more money for negligible benefits. Maybe have engineers reduce the cost of size reduction as well as automating it?