It says 1 prestige is properly balanced so far, but well seems far off from that tbh. For one, the game is actually slower with well when it should be the opposite. It is ever so slightly faster early-game in that you can rack points up much faster, but due to the nature of specific upgrades that falls off quickly. Once you get back to specific upgrades, the game turns from rock always win idle into scissors always loses idle. With well added, scissors now loses way more often, I feel like there should be some kind of counter to this. Especially since scissors controls how fast the game plays.
If you are unlucky enough to purchase rock never loses before maxing scissor upgrades, you'll be stuck waiting a long time, much longer than necessary, to max scissor upgrades because you're locked to random & scissors is 1/4 options and if it does happen to get chosen, it's most likely to lose.
I really love the concept here, but I think this kind of logic is something you'll need to heavily consider going forward. Also not a big deal because a 2nd prestige doesn't exist yet, but well doesn't have a well -> rocks upgrade so rock does in fact lose instead of always winning.
Some suggestions to improve well: an upgrade to improve streak multi for all types, not just well. Since it's a special type, maybe a 4th upgrade as well that minorly improves specific resource gain (as in like, you gain more scissors/rocks/paper/wells) or whenever you get wells, you also get scissors/papers/rocks (a smaller amount).
Some minor issues I ran into, W T L is actually W L T, you can still convert scissors (or paper) to rock before buying all of the upgrades. It seems to only require buying all of the speed upgrade to appear (that and rock never loses) but you can still lock yourself out of more paper/scissors per in example. Not huge, but annoying nonetheless. Well upgrades displays with no upgrades available after buying rock never loses, presumably because it's going to get the well -> rock upgrade as well but doesn't exist yet.
Please don't let my feedback discourage you from updating the game, I really love the concept and want to see more, but I just feel this stuff should really be brought to your attention for the future. Especially how new types can affect the game in a negative way and needs some way to counter that.
EDIT: Forgot to mention something else, imo a mulligan should never go down one if it's there's no streak to mulligan. It's depressing watching all of my mulligans go down the drain because I lost multiple times in a row and never got a streak.
Nekosity
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Neat concept so far. I'm a little sad the game is so short even. I'm not really seeing the point between choosing between wolf/slime, though I imagine that will change as the game develops? The only real thing I could think of is possible performance issues having a ton of slimes vs having half the wolves in the image moving around depending on whether or not you cap how many show up.
My only critique I would add is please change how the story pops up, or add a button you have to click to continue to the next section of dialogue. Especially seeing how clicking plays a big role at the moment. I'll be clicking and suddenly boom story pops up and I've already clicked past 1 or 2 sections of dialogue. Now I just have to skip the rest and read the log on the bottom right (easier than replaying it..)
The items I get per minute isn't accurate... my bots collect 5 items every 14 seconds and I have 5 bots. Rather than including the interval to dig it seems to just multiply the items collected * bot amount. When in reality I actually collect 107 items/min (although technically both values are inaccurate since there's only 3 slots for the first bot but more than 3 types of items, meaning I will never fully reach that value.)