Hi, thanks a lot for spending so much time on the game and the review, I really appreciate it! <3
- You’re right. Someone also told me today that the small buy and evolution buttons are annoying. For the shop, I think I’ll just make the whole purchase card clickable.
- Yes, that was the sphere victory window. Based on earlier feedback, someone suggested letting players skip it by clicking anywhere on the screen. Before that there was a Continue button, and people didn’t like having to aim at it all the time once victories became frequent. I’ll think about how to solve this!
- Yes, Esc really does conflict with exiting fullscreen. I’ll think about it!
- Got it, will fix.
- Haha, that’s a funny one, because a guy on Reddit wrote, word for word: “The sphere moves just enough to make clicking it tedious and annoying. No interest in further play.” Now I honestly don’t know what to do with it xD
- Got it, I’ll work on it.
- The previous version before the update had no auto-clicker at all, but you’re right, it’s a bit weak early on now. I really need to think about the game’s pace and the idle part, because the game ends up too “active” and a bit tedious. Maybe I should multiply the idle damage of the minion squad to change the pace, but that would mean a big rebalance. On the other hand, I don’t want everything to level up too fast. The idea was for new modes, features and how they connect to unlock gradually (for example, equipment really becomes relevant once Raids open up, and so on). But pacing and progression are a really important question. I’ll think about it!
I’m glad you liked the visual design, because on some platforms people are pretty aggressive about AI-assisted art. As for the story, I’ve thought about it. I could add it through character dialogues and events (like the tutorial system works now), but I’m worried it might get annoying (extra dialogues and events).
Thanks again!