Dragging the upgrade window to the top, under the top bar, prevents it from being dragged again.
Besides that and what everyone else has said, the game was pretty enjoyable.
The Steam version imports save data from the clipboard and doesn't pay attention to whatever save file you currently have. It worked for tableclown because they copied the data before clicking import. The only other issue people had was that the text editor was laggy when viewing the data, for which I'm about to push an update to decrease the save size, though that'll only work for the Steam version. Besides that, it works fine.
Yup, it seems like i messed up with lemon duplication, will get fixed.
For the performance issues, it's more likely that the performance issues are not from graphics but from all the calculations when something is being smashed, atleast it looks like it when im testing, though it might be different on the web version. The Steam version is coming very soon, I'm just waiting for the build review. If the problem persists on Steam, I'll look into it deeper.
Yeah, I was aware of that. I decide to keep it as is since the value calculation takes in a lot of numbers, it'd require to calculate the value in a completely different way, and same for similiar values, like when you're earning more in some locations due to evil tree upgrades. Plus in the next update I'm planning to have the garden objects fall in a different zone too.
Hey, thanks for feedback, most of these things seem like they could be added.
Not sure if the game can recieve wheel input or middle/right clicks on web, but the game is gonna be released on Steam soon and I'll add an option for something like that there.
For a hold-to-click option, you can use lightning to minimise the amount of clicks you can do. Not planning to add a simple hold-to-click option without any depth. Can add a hold option to the buy max button.
Hey, thanks for the lenghty review, though most of these things are intentional design decisions.
The element tree is split between idle (fire/stone) and active (lightning/ice) elements, encouraging mixing, for example using fire to smash ice. It's not meant to be fully purchasable. I will look into having stone being more on par with fire though.
Not planning on having an auto smasher for big objects, since the point of idling is to earn less, and you can get a good chunk of big objects with the elements anyway, but.
This game is primarily on mobile, so it's designed around more active play with idle kept in mind.
For the third region, yeah, they're not very useful yet since there aren't enough upgrades, they are more used to slow down the objects and then smashing them with the elements, but yeah there'll be a x1.5 damage upgrade.
The bottle/plate/combo/mug upgrade is not meant to be completed fast or farmed, it's more like a reward for those who play really idle or just achieved after some time.
Partly agree with the menu clicking comment, there's auto buyers coming in the next update and overall future upgrades should require you to check the shop less. Just adding a general buy max button wouldn't really work since that'd just make the player not look at what they're buying and some upgrades are more useful than others.
There's a background dim setting and a setting for changing the smash text color - see if that helps.
Editing this because I thought more about the mission - will update it so it's a bit faster.
Saving in a file that is not related to Application.persistentDataPath, because that seems to change inbetween builds on itch.
And make sure to call 'JS_FileSystem_Sync' after writing to files.
I never not-used it so I'm not sure how important is but you can look it up and see how to import it and what it's intended to do.
If I update the game right now with the export feature, it'll wipe everyones save (since it literally will not be able to access the last save) and there doesn't seem to be a fix around that. I'll hold on to that till the next update.
For the saves failing to load, which is a seperate issue, I'll add some sort of a window warning that the safe failed to load and to send me the error.