In this day and age, with all of our easily-accessible advanced technology, how in the world did you manage to make a game that is so slow? It's like it has to load every single individual asset each time it enters the screen. But, I see you put time in getting your IAP store up and running. Well I wish you luck in making money off of this steaming pile of dung, you will need it.
That's the thing about free servers, they're never very quick, especially when it's a free server in the EU, and double especially when I'd ask Kong to take the game down, due to me not working on it anymore, also worth noting that it was published back in 2017, and work stopped on it in 2018 (gosh, how time flies!) so no, I don't expect to continue to be ROI positive on this project, and thus don't care if it's running poorly, it was an experiment, and it did well for what it was, back in its hayday :)
Are the letters in front of the discovered galaxies relevant? For example is a galaxy that starts with F have a better bonus than one that starts with A? I've got a galaxy that gives 446% boost and one that divides upgrades by 7.32. How am I supposed to know what's better?
Im confused about edifacts. I have completed 10 orbits and the edifact screen says I have 0 +10 incoming. Before last reset I was able to "return" 1 edifact on the planets with a full orbit, but I was scared that it would reset something that would set me back so I put the edifact back into the orbited planets and confirmed. I don't understand the connection. I don't know if I was supposed to "return the edifacts" or keep them ? take them? I have no idea whats going on
Every time a Sector completes an operation, it has a chance to Boost, which multiplies the amount of Credits and Citizens you receive for that operation. Boost Intensity increases the multiplier applied when a Boost occurs.
rocket is absolutely useless because of speed, im only in the third prestige and speed is already getting out of control. In fact, ive already reached a singularity in which each new stage is actually EASIER than the last. This game needs something to hinder and debuff because its already too easy.
From what I've seen, the dev has no idea what he is doing, has no long term goal or plan, and compulsively hands out random nerfs when he sees people on the scoreboard progressing farther than he is comfortable with.
I found out a huge design flaw, its entirely possible to progress getting very few teeth and talons. Then when it comes time to enchant them in order to progress if you don't have enough of them you get stuck with no way to go back and grind more teeth and talons.
Why not reset and optimize your play? Isn't that what the reset button on most clicker games is for? Is this game too long that you don't want to start over? There's a message saying there will be no more raw items, so if you want them, why not go back and get them? This is not a criticism but an honest question about how the presented options affected your play style. (Experimental game, sorry! I tried to keep it short.)
Added! Was trying something new. I left the %s in because assigning skills gets automated not too long into the game and the skill values get pretty high. You will eventually want to control them in % before automation kicks in. Thank you for the comment and feedback!
That's the thing about free servers, they're never very quick, especially when it's a free server in the EU, and double especially when I'd ask Kong to take the game down, due to me not working on it anymore, also worth noting that it was published back in 2017, and work stopped on it in 2018 (gosh, how time flies!) so no, I don't expect to continue to be ROI positive on this project, and thus don't care if it's running poorly, it was an experiment, and it did well for what it was, back in its hayday :)