

A way to have goals in mind while grinding instead of just idols (which I understand is the point of incrementals but it is rather boring). An example is if you get 5(? 10? 100?) common item materials for Nate Dragon you can make common item for him or a single uncommon material (this will also give players a reason to open normal chests!). I also think the idea of "material" cards for gear too. That is why I play incrementals, and so far this is is my favorite without a doubt. On gear: I love how long it takes to get the best stuff. 50 atalanta 50 inifile 50 regexmatch 50 handgrenade 50 vulgar 50 comer 50. Livingston who has become lost somewhere in the darkest parts of Africa. Different kinds with different strategies and abilities. 11958297 files 8600432 settings 8347444 us 5796345 in 5557369 a 5466777 orphan. Nam 1965-1975 is a strategy game set during the Vietnam war. Maybe include more interactive ways to get jeweled chess combining normal chests or add "material" cards in chests that can be combined into jeweled chests after you have enough. On the topic of chests: I think they're fine. But overall they're fun and have different variety.maybe not as much as I'd like, but it is getting there. I could talk for days about objectives lol I have a lot dreamed up.

Either clicking give you some kind of buff or active events (within the objectives) that are completed by clicking. Also I'd like to see some objectives based around clicking. So far those have been my favorite and I would love to see more like that. Frizzle's Field Trip, and Get Me Out of Here!. I love the objectives where things change up from area to area or any objective that the player needs to stay engaged to succeed in. This will be more of a suggestion post and maybe you'll let me know what you think on some of them :)
