It costs 50M which is half the total you need to end.
You can end faster by getting a blood frenzy at 50M once than you get by paying for Heart and getting a Blood Frenzy twice.
NÚMEROS ROJOS · PLAYTEST LOG
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Time played 1780 s (29:40)
First click on WORK 6 s (00:06)
First purchase 10 s (00:10)
Debt went down for the 1st time 666 s (11:06)
Clicks on WORK 5473
Missed payments 0
Used LIQUIDATE no
WHERE THEY LEFT
LEFT AT SECOND 1780 s (29:40)
Within the first 5 minutes no
Last thing they saw END OF THE ACT (29:40)
Times they closed and came back 0
THE FIRST 5 MINUTES, STEP BY STEP
00:06 first click on WORK
00:07 appears · generadores
00:10 first purchase
00:20 appears · mejoras
03:00 FIRST MONTH-END
03:00 appears · balance
03:00 appears · abono
03:00 appears · calificacion
03:00 appears · registro
CLICKS PER MINUTE
00:00 307 ############################
01:00 330 ##############################
02:00 219 ####################
03:00 240 ######################
04:00 288 ##########################
05:00 260 ########################
06:00 307 ############################
07:00 299 ###########################
08:00 318 #############################
09:00 251 #######################
10:00 183 #################
11:00 165 ###############
12:00 286 ##########################
13:00 276 #########################
14:00 258 ########################
15:00 346 ################################
16:00 288 ##########################
17:00 438 ########################################
18:00 309 ############################
19:00 105 ##########
WHAT THEY PLAYED ON
Window 1536×864
Screen 1536×864
Language en
Accessibility nothing enabled
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Seconds are real time with the tab open.
All of this came out of your own browser and has not been sent anywhere.
Paste this line too, exactly as it is:
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Wizard has range, multi-attack, and each projectile can hit the same target multiple times. Warriors and Knights are just too slow to engage in combat with monsters and don't have abilities like "taunt" to force mobs to attack them instead of the tower and their damage output is much lower.
A big problem with melee in games (and real life quite frankly) is that ranged attacks will always be the better option when engaging in targets that have to come in to the threat zone from a distance.
A warrior and a wizard starting from the same point, the wizard could defeat 3+ enemies before the warrior could even reach one.
You could give the enemies elemental resistance that makes having a warrior a strategic advantage over just having only wizards but it wouldn't really be as fun as having a warrior that just had better combat capability.
The warrior needs a way to cover ground faster to engage the target.
The knight is just a worse warrior. He circles the tower and mobs pretty much ignore him. If he is engaged in combat with one mob, other mobs just get past him. He needs a method to taunt enemies off the tower. He should be treated as your last line of defense and needs capabilies that help prevent mobs from engaging with the tower.
The crashing happened randomly. The first time it took a few games, the next time it happened after I had left the page and returned, starting the game again it crashed on the first day.
The thing is, I put all the flags on one knight and the day after I used all of the items he was hitting for about 35 damage. The next day he was back to hitting 5. I may have had 2 knights in that run but both were hitting for 5 damage.
Not being able to reroll for units pretty much kills the game imo. You need to be able to get wizards or you just lose against slimes.
Game froze after restarting for the second time.
Reroll doesn't provide new unit choices.
Items gained are lost in the next day. (I bought maybe 6-10 flags and put them all on knight, he was hitting goblins for 35 then returned to base attack 5 next day)
The game is unbalanced, when slimes round starts you're practically just going to lose. Wizards are the best unit.
Okay, I restarted the game and it just froze again.
Detonator as a UI button would be useful if connecting multiple quarries with one line so you don't have to travel back to the original quarry where the detonator would be.
Auto-mining tool could be anything you think would be appropriate, could be just a guy with a pick-axe crushing rocks. Just a way to earn passive income.
I was also thinking how blast radius is sort of over powered but it's not really a problem as an incremental, however, it could be interesting if instead of just one bomb type, you could use different bombs. Different bombs have different radius and power. Then you could introduce hazards. This is starting to get into the territory of an entirely different game though.
If we keep with the theme of the current game though, widening the field, or sort of changing the environment could potentially keep moving the incremental forward.
After you reach a certain threshold, change the rocks to be mountains, then from mountains to planets, then planets to star systems, then star systems to galaxies, galaxies to universes. It's just an idea.
If you want to keep it very simple, just make it infinitely incremental but have the rock sprites have lives/layers.
Also, the auto miner could be something as simple as an "Auto-layer" that lays the bombs and detonates them for you, think of a little bomberman walking around dropping bombs on the field that blow up after a period of time, You could spend money to upgrade his bombs, drop speed, move speed, safety equipment (if he hits himself he gets knocked out for a period of time.)
I mean, a lot of these suggestions kind of feel like they should just be a different game or a sequel, because the one here is pretty good as a proof of concept but sort of plateaus as an incremental game where money becomes a struggle to gain as exponential growth is impossible and dimishing returns on upgrades forces a soft cap.
If I were to make suggestions.
Blowing up the whole quarry with one bomb is cool but it would be cooler if we could buy new quarries that have tougher rocks and require more bombs and give more money.
Quarry chaining where you can place one bomb in one quarry then if your line is long enough place one in another quarry and so on.
Also, let the bombs continue to overlap screens, so a bomb placed in one quarry can damage them in the other.
Make the detonator a UI button.
More rocks should give "lives" to rock sprites when you reach the sprite limit so they can be destroyed multiple times for more gold.
Change the upgrade menu to a UI window that opens instead of panning the camera down to where the menu is off screen. Then use that panning effect to access more quarries.
More Quarries Upgrade at 1000*number of quarries^2
Auto-mining tool.
I usually like Idle games they are pretty fun. I just really wanted a longer life span because it just was too short to complete anything. Also, I hardly could understand what I was supposed to be doing but generally, the game felt like it was over just as soon as I started gaining momentum. I like the idea of completing different paths through different play throughs, but each life should be able to fullfil a path. Maybe if milestones aged you rather than just a timer. So when you're playing different character can take different paths either to completion or to avoid an early demise.
100% Chance for training to be free but when i clicked train it took my money?
Also, what's with the "red pins" on the map that give you no time to respond? I was working on things in the studio and got a pop-up to deal with something on the map, when I clicked on it, I had added legal risk but there was no "red pins". I notice some pop up with only "24 secs" like that is not enough time!
In the area with the "Lord of the Fries 20m" sign, I went all the way to the edge of the area where there is an emoji bomb, jumped over the wall, and now I am stuck somewhere off the screen. The next area loaded and the character is just somewhere off the screen. The character is not considered "grounded" because the dash won't recharge. 
Either I don't understand this game or there is something wrong with it. If this was actually random then shove should be winning 50% of the time. I played about 20+ hands and lost 100% of the time.
Okay, I just saw the "instructions" thing and that should have been explained in game.
Also, your odds of winning are far too low in the regular game.
I got to the Beta node and just was absolutely confused.
"Set the parameters to the values in firmware.enc"
Okay?! So where are the values?
I decrypted it and it said all the values were 0. So I set the first one to 0. Gameover...
I am going to try again, I guess, but really, super confused on what I am supposed to be doing...
I get it's supposed to simulate hacking in linux but it's honestly confusing without clear instructions or some sort of tutorial to understand what you're supposed to be doing.
Okay... My second attempt it was too easy and made less sense... Is this a demo?