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(+1)

This was so much fun for a clicker, all the upgrades were really nice, and they encouraged different play style - Though of course fire all the way.

The art style and the effects are really nicely done too. I love the effects especially. I do think the game feels a bit slow at the start, which is not a bad thing - as the 10 mil+ dps at the end is really satisfying.

I do think that settings would be helpful with some stuff, though it's fine still not to have it for a jam game. I do feel like while the auto clicker is nice, I didn't like it personally and I don't think I was able to disable it after enabling it. There is already an upgrade that does that for you. Though I guess it does encourage the sword base build.

The upgrades like I said are all great, really nice synergies among them. Although some are obviously better which is fine for a clicker game.

One thing I would have liked is to have some stats, like total DPS being done.

And another thing, how and when upgrades are actually buyable, as I still don't know how that worked.

Apart from that the intro was done really well too, nice VAs! However there was 1 line where the voiceline did not play, and speaking of dialogues, I would like an option to skip dialogue lines rather than the whole intro - or rather have both options. 

And my last suggestion would be to have a save system.

Elsewise, I liked this quite a bit. Really liked the numbers going up. Awesome work.

(My build as well, 73 mil base fire times 1250 is crazy damage)

(+1)

Thank you!

The game was slow to start on purpose, to sort of give the feeling of doing a challenge run in a game like Breath of The Wild, going right into the final boss with almost nothing then gearing up on the way there to try and take on a behemoth.

Settings and Saves were things I really wanted to include but just didnt have time for, unfortunately. I definitely would have had ones for autoclicker speed and volume at least. Also, you should be able to disable the autoclicker by just pressing C again, not sure why that wouldn't work but there's a lot of random bugs with that thing so I don't doubt it lol

I was going to have stats displayed, namely DPS and your current time spent in the fight, and make the point of the game about getting those stats as high/low as possible, but again, time constraints unfortunately. The upgrades are all buyable as long as they dont heal the boss above its max health (100 Billion HP), I could have made that clearer, yeah.

Skipping dialogue lines would be pretty difficult to do with the way I have it set up, but I'll consider trying to make a system for that. I believe one of the lines not playing is a really odd web-specific bug with Godot's AnimationPlayer, I've been trying to fix that cause it bothers me a lot.

Glad you enjoyed despite the issues!