Could you elaborate more on that? Like you’d enjoy it if all upgrades were shown from the beginning even if you can’t afford them? We’re planning on more development, so your feedback is really valuable. I really appreciate the comment!
Thank you for response! It is something that I've seen more incremental games do with their upgrade trees recently and in my eyes defeats the main point of an upgrade tree which is giving the player options. The way the upgrade tree, and I guess the progression are structured in this game is that there are big cost jumps between groups of upgrades so you end up getting everything from one bunch and then move on to the next one with not much agency - mostly just leveling up the cheapest upgrade which is what is available, sometimes choosing between two upgrades. This is less noticable towards the end of this game's skill tree where e.g. the price tag on the end top group is comparable with the price of unlocking molotov so there is a meaningful choice. It is not about what is shown but about what is available - probably the second most important thing about skill trees is discovery and you've nailed that one. Now I realise there might be people who enjoy it this way and if that is how you like your game that's okay, but it does make me feel like I'm playing a simulator game instead of an incemental game.