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The anti-cheat actually tracks CPS pretty well (it even allows short bursts above the limit). For some reason it glitches on itch.io though - sorry about that.

The 40 CPS cap is intentional for an upcoming feature. I use autoclickers myself, so I wasn’t planning to fight them at first… but then I had this evil idea: what if the Galactic Enforcement catch you and force you to watch the opposite of cute anime girls? :D And what if the limit randomly shifts just to mess with people?

That led to a punishment-skip via a quick Guardians lore quiz (the thing most players want to mash skip on). I love working on that lore, but I don’t want to force it on anyone. The whole system is mostly just for the meme at this point :)

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Also I just had a quick question lol. When we upgrade our Blaster or Cannon or whatever, are we canonically getting *More* of these or are we just making one of them stronger. Are we one single dude (Other than the things that idly make money) literally wrecking this entire planet or are we a whole army. And also is the second girl actually meant to just be stupid or is it meant to feel like she's actually fighting back? Because so far the only time I've felt like anyone has managed to fight back was that damn fox almost murdering you in quite possibly the funniest way ever (Oh also about that, I'm quite shocked that our guy was actually threatened by that. Sure, no armor, no weapons, but you've taken over 2 planets, presumably enslaved their populations, and are already using orbital lazers and squads of workers and labor camps and crap. If I were this guy I'd have turned myself into an Astartes by now)

In my mind, you play as one lone Space Overlord conquering the galaxy. You do command armies, spaceships, and advanced weapons (which you upgrade), but at its core, the player is still a single individual. And yeah, I didn’t realize that but the current warfare upgrades feel off - they make it sound like you’re building more units rather than growing your own power. I’m now considering changing the upgrade system to focus more on personal power and make everything clearer.

Pyra Valeria (the second girl) is intentionally written as stupid - all bark and no bite, constantly overestimating her own abilities. However, I do want some guardians to feel genuinely powerful and threatening. I’m still figuring out the best way to make that work mechanically while keeping the story consistent.

Yuki (the ice fox girl) isn’t meant to be physically strong. Instead, she’s smart and tries to exploit the player’s main weakness. The core idea is that the protagonist is an overwhelmingly powerful tyrant, but his thirst can be used against him by sly guardians. And I want this to be main theme of the game. For example each guardians ask to spear their planet and if you do you they will join you, but if you agree you don’t actually destroy their planet on that run - something that gives extra Dark Matter. Same goes for the Simulator - its better to spend Dark Matter on upgrading your power until specific thresholds until unlocking specific guardian’s scenes becomes cheap.

Thanks for pointing this out - it really confirms what I’ve been feeling. I need to put more work into both the lore and game mechanics. Right now I’m focused on adding more planets and guardians (patrons voted overwhelmingly for new content in a recent poll). Once that’s up to speed, I’ll spend more time improving the overall gameplay and story consistency.

You may want to clarify that not destroying planets gives more Dark Matter, and make it a choice after too where if you destroy a planet you lose that Guardian's abilities from there until the next reset. And by the way it'd be funny if you made it so that if you accept Yuki's marriage proposal *After* being tricked, you see it coming this time and steal the gun before she has a chance to use it. And by the way, one idea to make it clearer that all the main upgrades are just for you is to give the idle money generators give you planet destruction progress too. Or hell, maybe add a third tab of idle planet damaging units that don't give dust, like soldiers to kill armies and Demolition squads destroying cities and such. The Occupation forces would be different as they're taking over cities and putting their population to work while these guys would just be bombing the cities and gunning civilians down. Also was the Space Overlord's helmet based off a Helldiver helmet? looks very similar to a B-01

Haha, the helmet does look a bit like the Helldivers ones, but it’s pure coincidence. I wasn’t familiar with Helldivers until I saw your comment and checked it out.

I’ll make it clearer that destroying a planet gives you extra Dark Matter.

For the traps, I agree it doesn’t make much sense for them to stay once a guardian joins. Your idea with Yuki’s gun is fun, but just going through the trap a second time might feel too simple. I’m thinking about adding something like close combat training so you can actually counter it properly. The other traps will probably need their own requirements too.

I’m already working on expanding the gameplay - more stuff involving the guardians, planet protection events, and overall story.

Here's another idea for countering it - Second time and onwards, it's a Quick Time Event. Or hell, after the QTE you then have to spam-click to wrestle her for the gun. Also while I know this wouldn't match the usual clicker gameplay, it'd be cool to have occasional minigames pop up. Imagine like, you suddenly see some ping pop up on the planet, with a random city name or something, and if you click it you suddenly jump into a minigame where you're taking the city personally by walking through or driving a tank through or whatever. And if you beat a wario-ware-esque minigame or something, you get a bunch of stardust and destruction points. Kind of like Golden Cookies from Cookie Clicker but with more skill involved. Obviously this may be way too much work though