It's really be nice if the collection screen continued to show the requirements for a given evolution rather than swapping to showing what that particular one gives after it's been achieved once. It's kind of hard to remember that kind of thing after a while, and I'm sure I'm not the only one that prefers specific form paths.
Some of the skills seem fairly useless, increasing rate by any percentage that isn't at least 10% is a complete waste, increasing atk or decreasing planet defense is fairly pointless as it seems each consecutive planet requires exactly as much atk as each level of it gives. exp/sec is nice early, but falls off fast. In general, there's not a lot of reason for those to exist (as they are).
The price on imported ice cubes lies! It's $2.5 Quintillion, not flat $2 Quintillion. You can't tell me there's not enough room for a single decimal place on those prices with a straight face.
I'm still suffering from the hero getting knocked off the screen, though I suspect it's due to the camera not being locked TO the hero, rather the speed stat controlling how fast it goes independent of the hero's location, so I get stuck in permadeath loops as I can't escape from respawn hell.
Google Chrome (and possibly other browser) users beware, hitting ctrl+W will close your tab. If you use ctrl to boost rather than X, either don't let up on the accelerator or stop boosting before applying it again! Shift would probably be a much better boost button, if you ask me.
The fact that you have the ability to hang out outside the borders of the game and the viruses or whatever they are are stuck in the visible area of the screen is really broken. At worst the borders should loop on themselves Asteroids style.
Ok, so I'm ascended a couple times and I notice perks that mention a reduction in the maximum number of ants. I know this used to be relevant when ants had an upper limit of 100, but with them now reaching into the thousands, is it still relevant?
I would love to have the ability to scale back the bomb radius upgrades as a selector for some levels, max radius on a small map filled with the smallest floes make for near-impossible odds with no powerups.
Really wants a necromancer campaign, if only to find out what those spells are doing. Also, a bit of clarification on the effects of morale would be nice.
An amusing little timesink game, but a couple problems, like the oft-noted 'no need to buy this' bug and the fact that the energy allowance doesn't actually seem to do anything. I have a 100% allowance at the end of the game and still get charged full price for a recharge and saw no difference as the game progressed. Still, solid game in spite of that. 4/5, 5/5 if the bugs were to be fixed.
The second I saw the level select my first comment was "Oh, crap, I know where this is going." Was kind of hoping for a happy surprise, but no, it went pretty much where I figured. Still, one cannot rate a game based on predictable story if everything else was there, and as far as I'm concerned it was. 5/5
Only thing wrong with the core concept is the size gets smaller, thus easier to avoid the circles. A real downgrade would be going from smaller to larger. Gets harder as it goes, which is good, but it's oversimple.
Thanks for comment. I will think about it.