Please add "time spent in current rebirth" to the rebirth tab in the left pane in challenges also, not just in normal play.
Or even better, add it in a location that is always visible. Current run time is information that is important enough that I never want to have to go to any screen or click anything to be able to see it. Show it in the upper left corner, or something.
Can we please have an Upgrade All button for gems that doesn't throw away extra gems? Or a setting that changes the behavior of the existing Upgrade All button? I want the convenience of upgrading all my gems with one click without wasting partially upgraded gems that might still be useful later on in the run to keep upgrading.
For some reason, when I compare the bars for offensive and defensive skills, it seems the bar for defensive is one pixel more filled, even at the exact same levels of energy and cap. Try assigning almost enough energy to cap the skills and compare.
Hey Ryu, could you add goal values in the tooltip for the challenges like day universe challenge? It would be nice to see what the threshold for the next point of score in the campaign is.
Wouldn't it be nice if the tooltip of a growth campaign in progress would say how much growth will be added to which pet at the end? Maybe other campaigns with non-variable results could also do that.
Why can't the game remember auto-buying creations being turned on? Why is that no longer a thing? Every rebirth I need to turn it on yet again. Is this just intentional torture or what? :(
Interesting idea, well executed. Very solid game. I think I'll be playing this one for a while. Looking forward to unlocking all the options and upgrades.
I clicked my daily reward today, but was unable to see / reconstruct what I received. Maybe the hover text should say what the last reward you got was, and maybe what the next will be?
We will be adding a better indication in the next version. Yes, it should have been more clearly notified. Currently it is only shown before click on hover. When players quickly click to get the rewards they might not be able to know how much was gotten due to this. Thanks for the feedback.
Consumables should probably not have the same value whether they have one charge left or three.
Also, a few graphical glitches: The filled part of the XP bar is not in the right spot, and when loading the game, the scaling on the big square in the middle causes the numbers on it to look wrong, showing both the basic size as well as the scaled up one layered above / below it.
Most of the colors are boring and not that useful, since their earning potential doesn't scale, except stone, which can harvest cash faster and faster the bigger it gets. Maybe the others should have ways to increase their earning rate as well to balance things out.
Yes. Stone squares and red squares only have engaging gameplay so far but out of that only stone scales and red doesn't. The other ones like blue and green are for more passive playstyles. We will be adding more contents soon that will make it well for the rest of the colors too. Thanks for the feedback.
Do levels do anything interesting? I can't see anything right at the moment.
Also, items and mods are worth a lot of cash, to the point where unlocking them early seems to be the best strategy.
This is an interesting concept so far, but could use more work. Something to progress towards, for one.
Levels make the next quests generated of that level. Quests of larger level are bigger and gives better rewards and scales infinitely as well. Thanks for mentioning it. We will add it too and clarify it. Yes, Items and mods are also meant to serve the double purpose also of being generating cash with their spawn chance as sort of luck. We will look towards more balance there.
Squares upgraded by the incubator don't save their improvements properly. When I start using them again, the first time they upgrade, they lose all their incubated improvements and just gain what they would have had without ever being in the incubator.
Was this an issue of Stone square alone ? It is mechanically that way. Is it the same for Blue and Green too ? If it's just with Stone square, the inconsistency can be changed to be improved soon.
I kind of resent the fact that the upgrade max button for crystals discards leftover crystals, and that you decided this is an appropriate default for everyone. It would be a useful feature if not for that, but as it is, I only really feel I can use it when I'm about to rebirth anyway and the leftover crystals don't matter.
Thanks for adding the GP/hour display! However, I would like a setting that resets it automatically every time you rebirth. I want to use it to show the GP/hour of the current run, and it would really get in the way if I had to go the statistics menu to reset it each time.
When I buy pet stones with baal power, I first get 100 for 100, then 50 for 100, then 33 for 100 three times. Shouldn't I be able to buy 50 for 100 twice before the price increases, though?
The scrollbar for putting creations into the divgen still doesn't remember where it was on loading the game. Why won't you do something about that? Is there a reason?
We will be adding a better indication in the next version. Yes, it should have been more clearly notified. Currently it is only shown before click on hover. When players quickly click to get the rewards they might not be able to know how much was gotten due to this. Thanks for the feedback.