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I know that, I am already well into the Warrior Dungeon. However, with the way the game is setup once you reach that dimension, it is more of a "sit and wait" game than an idle game, because you sit and wait for the game to reach the floor you want to stop at unless you want to spend an indeterminate amount of time waiting for you group to eventually fall. I would really love to see some sort of "stop at X floor" mechanic thrown in so that if your plan is to improve upon the capabilities of your party, you are not waiting around for extended periods of time simply to improve your group a small amount to do it again even longer.
Sure, this is an idle game and that is what you are supposed to do, but every other idle game I have played has some form of cut off point that you can choose so that you don't have to sit and watch the game to cut it off yourself.
--------Early game:
=> +x% to all item and gold find (multiplicative, not additive, with gear);
=> +x% teleport chance and floors skipped;
--------Mid game:
=> +x% bonus to all soda effects;
=> +x% reduction to all soda costs;
=> +0.00x% exponential increase in essence drops per dungeon level (would require a UI overhaul for mass purchase / numeric input; this is an extremely powerful powerup and should be the most expensive one, definitely not for the first "outer loops"):
--------Late game:
=> +x% soda caps per 1.5 billion gold collected (instead of just one).
Just saying.
I havent seen any idle game with 3 cycles. I've played "clicker heroes" before, but there are two cycles too: ascension and transcension.
Can you show a game with 3 or more cycles? It may be interesting.
Inner loop: Dungeon trips.
Outer loop: Dimension jumps.
Problem is, once you know what you're doing, it's very easy to deplete your outer loop cycles by reaching Warrior Dimension. Then you're left with very few things to do.