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fun game. once you get into the flow and have upgraded fighters before your first light expansion, it trivializes a lot of the challenge. Maybe you can put a harder limit on when you can build certain upgrades and have tiers of upgrades dependent on the light expansion levels. Getting something beyond harvesters, as a unit, i could imagine being a natural progression of the game, in addition to other resources to consider and new tech.  

The final boss was both cool and a let down.  I wish it spawned all the types of clowns. Or if the stage had less resources, so you couldnt survive the first light so easily. I like that it was the only time i was being constantly attacked, and i realized that was missing from some of the later stages. It would have been cool if the previous two stages also had those baby clowns spawning, but at a lower rate, and stopping once you get enough blue ore, so that the final boss reveal could have felt more impactful. The dual dynamic of using multiple units was engaging.

Now to gush. this has that perfect amount of weird, hook, and feel that usually grabs my goat. the pixel art is incredibly charming, despite the creepy clown in the title screen. It's mix of cookie clicker type build up is as satisfying here as in the og and other, better idle games. But mixing it with RTS type base defense was a master move, making it addictive from the very start. I admit i came here because some silly youtuber played it. But it was worth playing it on its own merits, i was drawn just by everything i saw on the  video. I LOOOVE that there's no story or explanation to any of this other than "this is the way" and we must and do accept it The pixel art, music, and gameplay all do enough lifting to merit no further explanation being needed. The we need clown eggs and blue ore. Clowns have and make both. they live in the ground. the end.

Again, you got something good here. As a prototype, I can see it's gameplay expanding in three different ways that would all be very fun: Going further into the rts aspect of it (Different enemy types requiring a new tactic to defeat beyond fighers. A different way to to harvest eggs like the lamp, that requires a lil observation and thought. micromanaging units and such); going into the idle clicker aspect of it (the aspect of the game changes paradigm and a lot more becomes automated while a new challenge presents itself, that eventually, with enough time idling, interacting, and prestige resets, will become also become automated until the next new threat or paradigm shift presents itself.); Or it could go into the puzzle aspect (resources are a lot more limited, there's a time limit, and each level requires even more thought and planning to complete)

Thanks for all the feedback! Balancing is going to be a big focus going forward, since we want the escalating power feeling of an incremental, but don't want things to get too trivialised later on.

And I'm glad you like the "no explanation" approach! We decided early on that we want the clowns being in the hole to just be a normal state of affairs, with no additional explanation needed, so it's nice to see this feels good to others as well!