Suggestion: Seeing as most people probably don't fully understand the distance involved in 1 astronomical unit, could you do more with the background to display just how far our ship's moving - maybe use our sun as the starting point and show to the other side of our galaxy and to neighboring galaxies, etc.
Soon enough, there will be more to do. First major event is just about done being implemented, Following events will be MUCH easier now that I've got a working template. It doesn't add a lot in terms of gameplay yet, but it is the gateway to where I want to start adding new features.
Bug: inventory upgrades aren't taken into account after refreshing (or relogging) and aren't available to be repurchased. I had 21 available slots - closed the game for a few hours and got back on - now I have 13.
The bug was inventory slots persisted through resets, which they weren't intended to. This will be fixed in a small hotfix, but to compensate the base inventory size will be going from 6 to 15
Suggestion: Re-evaluate the rewards from dungeons - 15 floors in and after 20+ seconds of waiting, I make millions of exp (that's fine) but only ~115 gold. Merchant makes me billions per second ... 110 - 120 gold every 20+s is pointless.
The math behind this is a little tricky. I would like to do it, but it's gonna take a bit to get right, so unfortunately it probably won't be something that will be done soon.
The game breaks idle game cardinal sin #1: does not work while not in focus. This game has decent potential, but this sin completely ruins any idle game.
After reset, buildings are still showing upgrades for previous game's building levels (I can see upgrades I shouldn't based on current building levels).
After playing for several hours - I closed the game - came back later and all my temples/towers were gone. My gold mine/keep/university maintained their level - as did my heros (1 is still a priestess even though I have no temple). However, upgrades previously purchased weren't saved and reloaded properly - I maintained the level of 3 buildings, but all reverted back to a level 1 grade. This is made worse by the upgrades not being able to be repurchased.
Suggestion: Introduce classes earlier in the upgrades - "Healer class" is introduced very early on, but the next one I got (heavy infantry) came a LONG time (about 3 hours) later - haven't even gotten to the point of discovering more.
Not much of an idle, if "Go Raiding" needs to be constantly clicked - why not have it, when a hero dies and regens fully, he automatically goes back to raiding while that option's selected.
Cards show up on the bottom if the rewards menu (if you have any). Very rare items show up on the last page of the reward screen. That assumes you have some, otherwise that page will be blank.
This game breaks cardinal sin #1 for idle games: when the game's not the main focus - all progress stops. So minimizing, or swapping tabs, freezes the game until the player comes back - absolutely pointless for an IDLE game.
There are some pros but a lot of cons to this game. For example, Pro: the music is great (especially the elevator muzak) ... but really, it's the cons that need to be addressed more than anything else. The mage, while each shot does an impressive amount of damage, he's absolutely useless due to the completely inane cool down time. Even the Bard's cool down time for his second and third skill are absurd. Maybe, when you upgrade the weapons - also reduce the cool down time some (not just boost damage dealt), because coming across the rare level up that actually reduces CD time (vs. boosting attack dmg) just isn't enough to make this game enjoyable. But, quite possibly, the most annoying aspect of this game - crits. If the likelihood of scoring a crit is 0.01% - why have this in the game at all?! Rogues and Rangers should have, at a minimum, a 10% crit - this is usually their best attribute!
"All equipments have had their costs reworked and balanced as well as some improvements." This is a joke - the costs for the items were drastically increased while their abilities remained untouched. Without any form of offline gains - this game has to be run 24/7 in order to afford most anything later. And here I thought the dev nerfing the mining/woodcutting times was bad enough ... this makes the game basically unplayable.
Congrats on making assassins completely useless! Their evasion was their strongest asset. Yesterday, my evasion was almost 25% - today, just over 12% (I switched to warrior for a moment to see his and switched back, now the assassin's evasion is 9.5%). Completely ruined this character...
Only reason I change it was because without effort I got to 30% evade chance and with evasion boost that gave me 60% and it felt too strong. I will change it for sure if it's now too low, nerf to boots and evasion level was a double nerf and that was not intended.
For a first game, very well done - only real drawback is the rate of gaining gold. Right now, for me, 1 hit kills a rabbit for 1 gold ... 2 hits kills a rat for 1 gold ... 3 hits kills a spider for 2 gold ... 5 hits kills a scorpion for 4 gold. This makes farming rabbits the best option for gaining gold - as an assassin, I'm gaining more than 1g/s and still can't keep up with my wood/ore gains. And since as much, or twice as much, gold is needed - this grinds the game to a halt quite often.
Soon enough, there will be more to do. First major event is just about done being implemented, Following events will be MUCH easier now that I've got a working template. It doesn't add a lot in terms of gameplay yet, but it is the gateway to where I want to start adding new features.