my bad, forgot to send the reply (i wrote it and turned my pc off before sending)
No, I didn't get another message after it, thank you for confirming that was the end of the game at that point. gl on further development on the game.
GG's
Got a 99% accurate, and 5milion bucks (low autobot%)
spoilers:
I find it quite funny that in the beginning you just have like 70% humans, 30% bots, then in like the mid game its 50% each, and now in the completionist part (with every upgrade) its just spam bot, as I don't think ive seen a human in so long.
Is there a message after the boss sends a message about getting a message from autobot?
Fun game anyhow, looking forward to more updates. There is (like the previous comment stated) a bug on chrome/chromium browsers. Your app doesn't scale with it. So in chrome i needed to put it at 67% of the size to be able to actually play, (i got stuck cause the buttons for human and bot weren't visible). So if you could fix that (if your going to support browsers) that would be appreciated.
Very enjoyable to get some personalised mails and free money, I did not betray the boss. (the pop up).
Good luck on your projects and have fun.
Goodbye
And the screenshot is my perfection:

This game was so enjoyable,
and I (luckily) realised that autocasting was a possibility early on, but that setting flew by me (I checked the settings once, and didn't find it, I just checked it again, and I'm kinda blind lol, its a good place to put it, just a bit hidden).
It was fun to 100% a game for once,
Good luck on this/other projects =D. Hope to see more from you, as this is just fire.
Very fun game
Sometimes it does take a while to understand where you need to go/how to do something, as I think I've been stuck on some parts (like the layer 5-6 with both options not really working and dying to 6-1), being kind of annoying and tedious.
But anyhow it is still an enjoyable experience and a good take on the incremental genre.
Spoilers (and further review + save file)
thank you for telling me to look at achievements as I would not have been able to do more than 3 endings. They are kinda easy to understand if you read the achievements, but figuring them out myself would have been painful.
I would suggest making somethings more visible (like I still haven't found the setting to make it save the active states on the abilities)
In general very well made.
Oh and The art is beautiful as well. Respect to the artist for that. And the vision changing with the vision level up is also a nice addition
save file (completed 100% achievements level 42, set 1 is for power (corrupted) set 2 is more for humans, set 3 is for the final being.
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I found it pretty clear, but that could also be because I missed some things, I only used the upgrade like right bottom, and the roll in the top middle. But I would suggest looking into your randomness, as I got every single cube type in order (like on the left side, that exact order). It could be a stroke of luck, but I'm not sure about it. (even on the updated one, I got the magma then fish so like its ordered).
I would think a tutorial should be added pretty late in the game, so you know what direction your going in, as if you add some features that replace old ones, then your tutorial might be outdated, and you need to update it again.
Good luck on making them useful for multiple planets, I wish you luck with both creativity and the building of the game.
Yeah that is what I was talking about, It is still a very enjoyable experience. I would look into balancing some things tho, as it takes longer and longer to "complete" a planet. (also couldn't get to getting the 999 999, needed to restart my laptop before I got there D=)
Good luck on the project, also, is there like a way to go back to previous planets or not? and is it worth it (or going to be worth it later on in more updated versions) to upgrade planets before you go to the next, as there doesn't seem to be an use.
Have fun making this game, I hope to see this becoming the project that you invisioned.
Wow, your a team of 2? I thought this would have been a way bigger team. You 2 are crazy good.
I'll look forward to the updates, and im willing to playtest the game if needed, cause some errors are just impossible to find lol.
And also a lot of success to all your other projects. From the moment I can I'll play emblems (atm I'm not really able to download anything).
Just make sure you 2 enjoy this game, that is the most important part, good luck =D
Also thanks for the fast response =)
Very fun game, 100% recommended,
(some things to note, also last one is bug but late esq game so to not spoil it i put it last)
1 I do think the clunciness is sometimes a bit annoying, but I have seen in another comment that your already fixing that.
2 I also think that some prices scale a bit to fast, (for example cherub's) and that the value of getting them decreases incredibly fast.
3 Another thing, I did not know (atleast in the beginning) what a cherub even was, I might be stupid, but even on refresh I didn't see anything that made it so I knew the grey goblins were cherub's (also completely missed them as they are pretty small). So maybe something to make more clear?
4 Now one of the bugs: the egg eye monster thing's thirth upgrade can go negative (atm its at -6s). It would surprise me that under 0 seconds is intended, even 0 seconds is pretty unique for a low but is still logical.
5 Also the upgrades are pretty useless, as in they are so overpowered you can beat the game with the first 2. So it isn't even needed to get the other's.
6 Another thing with the upgrade's, 10milion souls is a good end point, but it is wierd that you can't unlock everything before you "complete" the game. (atleast if your just trying to get everything, not just go afk and not try to finish).
7 I also found it a bit confusing with the settings, as you said in the metronome it can be toggled in settings, but you just need to press the metronome.
8: scaling of resource gain is sometimes very very fast, and sometimes just so incredibly slow, like in the beginning its pased pretty well, then it balloons, and then it just gets stuck, increases a lot, and then flatlines. Maybe a bit more consistent in the middle?
This does not take from the game, as I enjoyed (nearly(just that one time it took long to process)) every minute.
Also the art of this game is masterfully made. I think it's one of the best styled idle games that ive seen in a while.
I wish you all success in making this game even better than its current state.
I am also willing to translate to dutch, and half into french (as in not to localised but still a bit better than google translate, if someone is actually french it is way better to give it to them). -> just comment here i check notifs a lot.
Goodbye -random person
Good game, 1783 minions consumed, 66 out of 65 upgrades bought (somehow) 1.5 milion faith gathered, 15m 45s
Fun game, I do think that the progression for the pandas??? is a bit slow, as i needed to rerun the same thing like 3-5 times, without being able to upgrade anything (even when trying to maximise the amount of the resource i need).
I do think the beginning is fun, pretty good progression.
Recommend this, but I do hope for the update and a bit less waiting in the second part (Still very enjoyable even with it)
Bought everything, very fun game, but some of the effects are wrong, for example: dust particle says it gives 500%, but it doubles (still very op but just wanted to let you know it does something else) and i didn't feel anything from "gamer" so idk if that one works
Very fun game, looking forward for more updates/full game
alr thank you for a good answer, i can now accept your reply as the truth, as ive not gotten that far in mathematics, i love it but yeah, or im going to a wierd language class, or im going to an art class, nothing with numbers atm
thank you for your information, I now know a bit more of math as well. have a good rest of your day
Ps the only reason i even declined the other person was because they didnt provide any proof at all
Very fun as well. A little slower than the previous version (because of the increase in needed bounces), im currently at 9 times boost, and the amount is a bit to mutch.
I would recommend this game. Maybe add some way to make progression faster lateron, but in the beginning its all fine and dandy. (at 6 times I had all upgrades already before the options button, so from that point onwards it was just waiting every time, with the waiting becoming longer).
Gl with the full version
If you want someone to playtest a new build, know that I am available (most of the time). Hope to see most of the bugs patched out, and new features being added, If you wan't to playtest yourself, maybe use a virtual machine that has a very little amount of ram, and limitted cpu processing power, so you can test the game out on a weaker pc, makes it so those lag spikes can be noticed a lot easier, so you can fix them.
It was a very enjoyable (but short) experience, just hit me up when you updated something that needs to be playtested, or when a new edition comes out, I really like idle games so this is just giving back to a community I really love
Bye, and gl with your game development, and hope to see more great games like this one from you.
This was a very fun game (bought every single upgrade to confirm there were no hidden upgrades left).
Some small bugs that I found (except for the mushroom taking over my hole screen, other people have mentioned it) are:
1: when I fully bought the click upgrades, the game lagged for a very short time each time I clicked. Probably something to do with the amount of mushrooms and the calculations on the backend (maybe its checking every single mushroom if it is contained in the circle, and because of the big scaling it lags the game), I naturally can't access the backend, but from my perspective that sounds like the most reasonable explanation.
2: There are some upgrades with numbers on them showing the back-end values (like growth speed), but personally I would suggest rewriting those into seconds:miliseconds. (this is just one calculation on the backend, but makes it more clear for the end user). Also the gold chance is kinda wierd with it's value, so people can get confused because it shows 100 even tho it doesn't have a 100% chance of being gold.
Very fun like previously stated, with small bugs that don't really ruin the game, but I would recommend fixing them, as these could have some major effects lateron (more as in fixing them lateron, as code layered on code becomes unsearchable).
Short list of bugs (this includes both mine, and just general ones):
1: ui is hidden behind mushrooms
2: way to many mushrooms to reasonable collect with both the collectors and your mouse
3: hidden upgrades
4: game lags when clicking cursor when having the cursor upgrades
5: numbers in upgrades unclear
These are minor bugs, some of them fixable with only a few lines of code, others a bit more difficult, but they all look pretty easyish to fix.
Gl with the game, and I hope the features get added (that other guy had great ideas, but I believe you can also come up with some great ones, as you already made this)
Bye
edit:
Forgot about the targetting thing from the collectors, it's kinda wierd with 500+ mushrooms that they still chose to ignore the close ones, the oldest one targetting is I think 100% the reason, but what you could do is make set positions for mushrooms, keep these values known, and put a counter from 0-1 that saves if there is a mushroom there or not, then when a collector searches for the next mushroom, it looks for the closest position values around it, and if one of those is 1, it goes there, checks again and repeats, if multiple of those are 1, it goes trough this process (I think in java but im not sure):
Math.floor(Math.random*x)
x is the amount of them closeby
this generates a mostly random number between each of them, and goes to that one, this fixes most of the bugs this new thing could create, and fixes the most annoying part of the game.
Bye, once again.
if you can tell me any point that's wrong, It would help a bit more than that, I tried to do what I think was correct, imo the only place where I might have made a calc fault is in the last part (like the 50% on second try and everything, because that's the only portion i forgot how to do atm, the rest is for me kinda logical, if you see something that tilts the chance making it way to high (like tickrate or smth making it harder) tell me, i can't really find anything to change. I can't do anything to make my calculations more correct if I don't know what variable is wrong.
as for your problem with spoiler (I got annoyed so searched for it) this is the solution:
https://itch.io/t/2151831/adding-spoiler-text-to-your-game-description
thats also how i did it
If you don't trust the link the main method is:
go to itch settings, on profile, scroll down and press "prefer markup where available" and press save, then your itch.io reply has an M with an arrow down on the top left, if thats true you now have html
with that you can use
<details>
<summary>
put your main title here (like spoiler)
</summary>
put the thing you want to hide
</details>
I beat every achievement except for 5: the 100k clicks, and 4 of the 5 secrets, Im very confused on how to get the other ones except for the first. Is there any way to gain the knowledge for them?
Also I just wan't to say ive really enjoyed this game, its incredible and incredibly fun
small spoiler:
I have tried everything I can think of, for example: maxing the books, getting every upgrade. What I haven't done is maxing one of the things (so getting 75/75 of the points) but even that doesn't fully cover all the secrets, even for class exclusives (3/4).
So is there any way a small hint is possible for the secrets? I genuinely can't get any information from the title
(edit is because it still showed the small spoiler)
Oh alr, I thought it was a possibility that they could change, but wasn't really sure about it.
If you update them, tell me, Im not sure if the website will tell me what changed, and I don't get notified if you add more things that can be translated.
Thank you for answering all my questions (even if my questions are sometimes quite meaningless). As for spending my time, its the least I could do, I claimed the game, and can enjoy it, but it feels a bit wrong if the price you set is 5 euro's, to not give anything, so this is a bit of a repayment, and I also just really enjoy the project itself (as it is in my type of enjoyment, semi-idle one button games) (otherwise i would not have done this, its because I see what it is, and what it can become with a dev like you)
I understand that.
So my point of asking for the bronze silver and gold translations, and the vegetable seperate of eachother, is bad.
But is there a reason to have:
"Potatoes produce twice as much money and experience" three times (this exact sentence)? as I don't see how it would change if nothing else changes. But I could be wrong. It just doesn't seem that usefull to ask for the exact same thing multiple times.
Also I'm not going to do mutch in the french translations, as i don't know french enough for some of those. Maybe the bronze,silver and gold variations but for the sentences and other things, my translations wouldn't be 100% correct (as in that the translation is on point, but the structuring and other non translation thing would be bad).
Alr, im done with the new translations, I do want to warn you for pomegranate tree, as it is called "granaatappel" and some ai's could assume your talking about the physical thing (a grenade), if they just look at letters next to eachother. It should probably not make a difference, but I do want to warn you if it happens to be a problem.
Also from what I can see "coconut plam" is not the correct word, but "coconut palm" is.
I do understand asking for the combination of rarity and vegetable, as that could change based on some rules, and asking for the multiple of a word, but this atleast reduces it from asking 6 per thing, to asking 4 -> bronze, silver, gold + the plant for each (for example asking for bronze carrot, silver carrot, gold carrot) and the description, but you use the description 3 times for each, so its just copy pasting it every time. It would also not change that mutch in coding (reducing variables, and replacing the names to be correct.
This is just a qol, not needed, but it is handier if you have a lot of languages.
It's just for display purposes it could be messy, but I don't think most of the ones I made longer could be made shorter. Sorry for this, as I know its kind of annoying fixing those bugs, but atleast you now know about the possibility of it going over the size limit of the box.
If you want I can translate it in both ways using a slash, but that will probably mess it up more. Ill translate it here (the small ones that are different from the big ones, if it gets used in the game, as your explanations seems to use those names as both variables, and setting names):
number_display -> nummerweergave
short_numbers -> korte nummers/ verkorte nummers (its dependant on the situation)
long_numbers -> lange nummers / volledige nummers (also dependant, one is direct translation, one is more normal, one is saying just long numbers, and the other one more like full numbers/ not short numbers)
save_settings --> instellingen opslaan
quit -> verlaten
locked -> gesloten/vergrendeld (gesloten = literal, vergrendeld is more common for games)
thousand -> duizend
exp_per_harvest -> ervaring per oogst (non short version of xp)
Rest is the same
Gl with the rest of the translations and game.
I have tried translating them, but im confused about one thing, all of the original inputs have a big and small basic name (for example as my explantion is bad: there is one called "1 k" but just underneath it, in the same bar there is "short_numbers"
is that just the variable name of the place its being stored?
Also just want to let you know, some of these are longer than the english ones, as dutch has longer words than english most of the time.
edit 1:
Just want to say: some of these words are generally used by us, but translating systems don't know some translates/think its only for english (example: level, we use both level and niveau, but niveau is more as in heights in buildings, and level is generally used in games)
edit 2:
Dutch has been fully completed, french is mostly completed BUT french needs the words before it (like une, un, des, ...) but those are dependant on the situation its used, and my french is not strong enough for that, the basic translation (ones that I can verify sound good) for most are done
I don't know how to translate: "fullscreen, windowed, number format and master volume" in french without a big chance of it being wrong, so I won't do it (I don't want to ruin a game because of bad translations the creator didn't even do).
So any french speakers please translate those last few, and maybe verify what I wrote, I followed every rule I know, and all those translations are correct from what I know, but as im not a native, (it being my thirth language) some small failures could still be in it.
It is with this that I want to end: dutch is complete, french has some key things missing, but is mostly done.
If you want to, I could translate this game into dutch (im a native).
And maybe a bit in french, but thats a weak point of mine.
I haven't used github in this way so I'm not sure how to add them to the game or anything.
But this is a very nice game, if background progress was added it would be a perfect background game, but in its state now, its a very enjoyable semi-idle game.
Gl with further progression of your gamedev journey and your life.
That sounds fun. If you want to limit the items at only 6, I would probably make it so the player can chose 1 in the beginning (that they want from the ones that they have unlocked (so ones they have bought in the deck).
I'm very interested in how this will turn out.
One question tho: what do you think you will price the game? So i can save up for when it releases.