great concept, but this shouldn't be tagged idle - it is anything but that; also, maybe add different levels with different ADHD things to track.
deusued
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alright, there's GOT to be a setting for immediate dialogue dismissal. sure, maybe you really want it there, but i thought about ctrl+w twice before i even got to start. after exposing the first other station (blindly, there's nothing that says that's what to do), i thought about quitting again. then the third one? man. bye.
constructive criticism (minus one all caps bit):
scale formulas aren't quite right. the "squeezers" or whatever you call the stuff to the right, getting even to 10 is.. good luck. the upgrades past 100 for the raw materials in the middle.. good luck. AND WHY SCROLLING, that's just mean to the user -- especially inside of the collection where you scroll down.. then you have to scroll up to exit that div/screen. no!
finally, the "squeezers" - -zero value add. e.g. 92 eggs produce 189m/s, yet its "squeezer" at level 7 produces 2.6b ... every 50s. sure, that's something, but the eggs themselves are producing 9.45b in that same time period. this math doesn't math.
ignore the spelling errors note, as it's absolutely unimportant to the fact that the interface is absolutely unintuitive if not unusable, period.
i'm sure someone will say "oh you do this", but "You drag the components with the LMB and draw the wires using RMB" -- no, no you don't. The tutorial level doesn't even come close to that being useful. It doesn't work.
bug alert: i "won", but then got somehow triggered back into the game.. i was watching the 3 bots play, wondering which would win.. and all of a sudden, one of them went out and i was now back in - having to draw a card.
.. then, i drew a card that could be immediately played, leaving me with no cards.. but i still was playing and having to draw.
no save? what. the crawl of the game requires it to be played for an extended period of time. i had gotten to the 10q upgrades, now nothing.
so, won't play without that, and.. i'd add a requirement of formatting the numbers. consistency! you use shortened number references in shop, but you have non-fixed width fonts in score display, obc/obc, and in upgrades. fixed-width, comma format AND allow for optional shortening by name or scientific notation.
yes, you did, good job. can you take a moment and think about changing two things about the score display:
1) fixed width, period. the fact that the entire line of text moves move left and right on change is... not amazing UX. the only thing that should move is a changed number.
2) the color, with no outline, is difficult if not impossible to read when skulls are stuck at the top in a new level. consider moving it to the left above the hell shop.. and .. please #1.
only minimal effect; you introduced something w/the milestone stuff that is just doing way too much.
i'm just into level 1 and it's just ... no bueno .. see the lag:
sidebar: you need to introduce a debouncer on the skull 'hit' audio, i'm certain there's some performance bit there, but it's not the big game-breaker.