Oh wow, thank you for your feedback again. There’re a lot to unpack here.
First you’re right on the mechanics. I think the core concept of digging and getting item can get too repetitive, thus I focus on adding these new “minigames” to do, apparently I didn’t do enough to make it a viable gameplay mechanics (it also very buggy as well), so I’m very sorry about that.
About the greenhouse, I thought of it as an early game extra income, and late game booster. But somehow it failed at being both. Making it unlockable with money is just me trying to add new mechanic. So first I’ll increase yield and selling price for the crop. Also greenhouse tool is now invisible by default and visible once you buy the greenhouse. (I also play around with dynamic price for some item, that might make greenhouse a bit more engaging). Lastly, I add notification when the plant is mature or wilt making bit a bit easier to manage.
The balancing… sigh I adjust drill spec, cost here and there but I still don’t know what I’m doing tbh. I’m playing around with the multiple rounds per day concept as you said, you’ll see in the next update. I make contract a bit more possible in early game so I hope that helps. I increased the amount of ore in the early game just a tiny bit, not sure if that will help.
Also I make all researches visible. I haven’t touch auction system in the next update, but the percentage cut system you propose is an interesting idea.
And about the reincarnation system, those are far in the game and I haven’t put much thought in to that too since I don’t think most player will reach that point. So don’t worry about it for now.
Let me thank you again for leaving such in-depth review of my game. It helps me a lot and I hope I can make your experience better in the future. :)
Ps: sorry for the late reply, I have to read your review while adding it to the game so I can’t reply to it right away.