The pre-expansion pacing is horrible. It starts out tediously slow, then once you pass e27 for the triple prestige and hit the 6th generator, it's too fast. You just hold M and use an autoclicker for clicking the prestige buttons.
Once you hit expansion, it's incredibly annoying to play. Expansion points are slow and QoL upgrades take too long. You are stuck in a long loop of holding M and prestiging, until progress flatlines and you reset for 5 EP. After a few upgrades, you reset for 15 EP but the next upgrade is 100 and doesn't really do much.
Horrible, horrible pacing.
Some very weird design choices. Minor upgrades like pouch expansions are very expensive, grinding materials is slow and boring, losing out resources when your max storage decreases when you have to solo party for Dad fights, etc. Fun concept, but needs some work.
Last patch improved several "irks'. Added a star to my rating for the active dev feedback. Next up, I hope there's an improvement to Equipment mechanics. I feel like there are too many rarity tiers with too little gain between them, even on the same level. Combined with the effort of finding matching secondary stats on the items, managing equipment is a hassle. One easy step would be to change the icon of items depending on the stat type, e.g. change "int swords" to books, and mixed int/str swords to staves, so we can visually already filter out a lot of items to check.
There is very little you can do to influence the game, but at the same time you can't leave it running overnight because there is no "retreat and restart" mechanic, nor is there the option to stay in place to farm easier levels. I'm honestly not sure what the game is designed around. Are these mechanics unlocked at later stages? Then why can I see a +1000 starting level map augment if I can't even farm a lvl 1 dungeon? Is the game just really incomplete? I feel like the devs have never played this game at the speed we have to play it at.
I'm not sure how to progress at decent pace. I've focused on unlocking characters to cover all traits, but the 5th suddenly jumps from 500 to 5000g so I guess I'll be missing one for a while. Skill levelups do very little. Commands don't have prioritization so once two characters get low HP you can only pray the lowest gets sufficient heals. Equipment drops are rare and I seem to be getting almost exclusively Necklace items. The shop has two decent non-necklace items, but it only restocks once a day. I have two "complete 2 maps" quests but I can't finish the non-training maps yet and I can't buy those.
I know this is an idle game, but I really don't feel like I have much control over my progress.
Looks like the prestige scaling has improved quite a bit after the last update; that's very nice.
Gameplay is still frustrating. You unlock more and more recipes by tiering up, but your kitchen size stays the same and you just get more and more wasted cookings. Maybe let us exclude a category at every 5th tier? If I'm going Premium/Vegan, I can exclude Cheap/Meat etc.
Fun game with pleasent Underlords-like type matching mechanic.
The game slows down tremendously after 2 prestiges. I don't mind having slower prestige cycles in Idle games, but since cooking costs ramp up so quickly, this is basically a 10minute setup game which you then leave running overnight.
The game cycle after first 3-4 prestiges is supposed to be: Spend some time on setup and decision-making and then you are free. Maybe check sometimes during the day to spend money and coupons (getting enough to level-up your main dish is always nice as it doubles its income). Next day (or two) - prestige, repeat. This is definitely not an "active idle" game and does not require constant attention.
This is horrible. Regular drops don't help at all, so the only way to upgrade is finding safes which you can't control. Upgrading the first skill is pointless because it's so slow to throw and you can't select a target, so a lot of the damage is wasted, while you still take most of the damage.
I'm not sure how this is a puzzle game. I like the clean design, but there isn't really much reward in completing anything, since you're just following milestones.
Fun game! Good, solid basis already. There are a ton of suggestions in the comments and Dev seems to be reading them all, so I look forward to future updates!
PvP has issues... I spent 2 minutes waiting for the opponent to complete his turn, then got 10 seconds for mine before it autoattacked with half my energy left.
There are still some serious bugs around. Double-bonuses from Forest kills don't always stack (2x 5e19 gave me 2e19), the "building lock" no longer works, etc.
The game cycle after first 3-4 prestiges is supposed to be: Spend some time on setup and decision-making and then you are free. Maybe check sometimes during the day to spend money and coupons (getting enough to level-up your main dish is always nice as it doubles its income). Next day (or two) - prestige, repeat. This is definitely not an "active idle" game and does not require constant attention.