Thanks! Cultist simulator was a big inspiration when designing the game. There was originally a school mechanic that would’ve gotten numbers a bit bigger and more like an incremental game, but it got cut due to time restraints.
I’m not a big fan of time walls and stuff, so I don’t think I would’ve ever implemented something that makes it an idle game. To be honest, I think the incremental games genre has moved away from that a bit, which frankly I’m glad to see as I enjoy the more active incrementals more myself.
I appreciate the feedback about there being a clear optimal strategy. I totally agree with you there. With more time for development I would’ve liked to implement more actions and resources that would ideally have forced the player to make sacrifices in order to be productive on the game. Plus with more random events the player would’ve needed to adapt to change more.
Thanks for playing!