Did you minimize the window or keep it visible? I just realized credits were waaay slower when window was minimized. This is now fixed in latest version.
AFAIK when the tab/window is closed/truely hidden (when the tab isn't directly visible in a browser window) credits just stop incrementing since arena is defined OFF.
I never minimize a browser window (constantly working with 3 different browsers - Vivaldi as main, then Chromium, finally Firefox for easier Godot compatibility) on 5 virtual desktops, I just move it to an other virtual desktop, eventually hibernating tabs if needed.
As I told, I'm using multiple virtual desktops to keep the tab/window active even if it's not visible to prevent CPU/GPU overheat (yes, your game is an heavy resource consumer on light configs, especially on CPU+G chipset resources when the game is visible).
About your game, the lacking of "true" idling is concerning: the complete lack of progression in arena and credits gain when the tab is hidden/window is closed (maybe when minimized too) is slowing everything since the main tool is gaining credits to gain diamonds to earn an higher multiplier after a rebirth. TBF, I've seen warnings about "browsers' recent tech is the cause of issues with idling" for over a decade and still, lots of devs have managed to find an hack :) I'm pretty sure you will too ^^
/poke: can you really ask your customers to keep your prog visible at any time to progress?
I wish arena wouldn't be depending on the game's ON/OFF status :P
Below, this PC's config (I may not be part of your primary target!):
Host: OptiPlex 7010 01 // CPU: Intel i5-3570S (4) @ 3.800GHz
GPU: Intel HD Graphics
RAM: 7828MiB (+ 8Go SWAP)
Primary HDD: Crucial RealSSD P400 256 Go
OS: MX-23.6_x64 Libretto (Kernel: Linux 6.1.38-2)
8 or 16-bits like aesthetics have been tricking me for years -_-" these games keep getting heavier.
Thanks for all the details! I used the wrong word (also in the change log, I'm afraid). It's not just when minimized, its when not visible, as you say. Credits now continue to accumulate, just a normal income does. Since your window was hidden, progress would now be much, much, even though Arena is still not running. For better or worse. I can probably just scale your results by a factor I need to figure out. The order of things should be about the same.
Edit: you spent 11.5 hours going from 1 to 11 diamonds? The new rate doesn't look to be faster than that . Hmm... I think it will be left as is, it's a slow process to do thorough testing. Thanks again!
"/poke: can you really ask your customers to keep your prog visible at any time to progress?"
Unfortunately I can't fix that now. If it was built from the ground up for this I could at least alleviate it, but not now. I've seen other idle games with the same problem, ex clicker heroes, which tries to simulate your time away when you get back.
Running as a Windows build there wouldn't be that problem and I'm going to include one when I think this is a version 1, which I kinda do now. Did you notice anything that is must-have, besides the Arena problem?
Thanks for the testing, helps a lot!
Just for fun, the color scheme I've been toying with for years:
https://imgur.com/a/palette-kitty-linux-terminal-41zXP1z#aJjLMr4