Playing in brave browser on Linux. Delightfully addictive loop. Shares with Unnamed Space Idle the dynamic that when you slow down progress, there is frequently an opportunity to go shift resources in another direction to get more progress fast. That’s wonderful.
The variety of resources is engaging, but it means that it gets hard to plan your actions as time goes on. Some QOL suggestions to ease that:
-
mouseover resource panels on the main map should tell you the name of the resource. Eventually you’re certain if it’s iron or silver but it should be easy to check.
-
statistic on the map should include resource-per-time (perhaps average of last 10 runs or the like?) The vague text statements about how much of given resources are available is nice for atmosphere the first time round, but later you want more detail. (could be gated behind an upgrade?)
-
Some ability to queue several maps to auto-cycle (again gated, plus more gates for length of queue?) so we can design a farming strategy.
Idle games are famous for changing purpose as you evolve, so I’m saying “Late game”, but maybe it’s just a phase. But anyway, “Late game”, the goal is farming materials to build upgrades so you can attack more powerful maps. It would be nice if you could, say: beat a map N times (50? 100?) and then be able to have that map earn you the average resource per time income times some tiny percentage (1? 2?) …
That means when you leave it to idle overnight on map 1, you’ve got a permanent, if modest, boost. And then you can return to it when you’re beefier, and increase the level and beat it another 10 times to increase the average…
… And OH LORD you should consider user generated maps!!! My goodness what legs that would have.
Hopefully looking forward to eventual release.