"Xx_Bassy_xX Nov. 14, 2019
how do the max levels work? Do they work like the more i have the faster it gets untill it starts reaching the max level or what?"
You can earn 10 levels per tick. If you have enough Xp/day you can get all 10 in one day and move on. Xp/day is based on multiplier of groundhog (small prestige) and loop (large prestige).
Got to make sure things work properly before adding new content. Every button, every design element needs to be well tested before moving forward. For example: Android "Buy 1x" and "Buy 10x" do not respond but "Buy max" does. Also, the hover-text for Galaxy tab overlaps the vital bit of information players even check on that tab for. There should be some indication of Triangle and Circle counts visible when on the Triangulator and Circlerator tabs. Those are just little design things to make it simpler and easier on the players.
The "Max buy amount" shows for evolutions of embryo through Elder sow the amount which will be bought, but the amount for Cyborgs show the base amount before the multiplier. Haven't tested yet for robots and androids.
After more thought, I think this game has some fundamental problems that are un-fixable. Military expansion becomes trivial very quickly, and then there is no more use for resources. That could be corrected with another feature that eats resources. More problematic is that it is capped. Expansion should continue without end. The same is true for the Dark Shop; it quickly gets filled and then Dark Matter, just like Prestige, becomes useless. Unless you have features that continue to eat the military, the resources, the dark matter, and the prestige, the game ends a few hours after it is begun.
Nevertheless, a sound structure and good learning project.
I appreciate the addition of the "Buy All" buttons to save me from tendinitis. The error of the robot upgrades continues. Still getting a robot multiplier of x0 and android multiplier of x0, regardless of reloading, refreshing, and anything else I try.
Among the quality-of-life upgrades in the next update should be the ability to bulk-buy mini-ascensions. Having to click hundreds of times in rapid succession to get exponent from 1.0 to 10.0 when the money is available is a fast train to carpal tunnel syndrome.
It would be good to be able to see and manage all of the building with upgrades queued on a single page. I like to know what's still waiting without scrolling all the tabs on all the planets.
Sometimes it feels like the hard part of creating a simple game is coming up with a concept, a game environment that makes some kind of sense. That's why there are so many symbolic or merely numerical incremental games. This one should have had a few more weeks in the incubator before it was released.
Achievements offer no benefit. I count 465 possible achievements. Even if each one gave only a 1% increase to research or energy that would be some incentive to build the outrageous number of inefficient production units. Otherwise the achies are meaningless.
Everything there is to do can be done in the first few minutes. After that there is no new content, just more of the same, with the added bonus of clicking for tendinitis.
This one room with a few workers should be one room on a floor of several rooms, in a building of several floors, each of which engages in different work with different skills. Allow workers to be moved among departments and develop skills. It is the variety and strategy of other idle games that makes them a little more interesting. There is no strategy here.
That should not be the case, I will look into it.