Update #10 - Another Balance Patch + Auto-Shoot Enabled By Default + Thoughts

[b]Changes include:[/b] [list] [*] Auto-shoot is now enabled by default, still has an option to toggle it off. [*] Went through another pass of the skill tree, notable changes include: [list] [*] Swapping of an early game homing upgrade to be pushed back to match the symmetrical nature of the damage and attack speed skill trees. [*] Rearrangement of both damage and attack speed trees to make unlocks mandatory to reach the end goal. [list] [*] This change included a decreased value of bits towards the end goal within the path. [*] Helps players be required to unlock most, if not all upgrades to help reach the late game with all skills unlocked rather than cutting it off short early due to players unlocking the end goal sooner and causing the rest of the skill tree to feel obsolete. [/list] [*] Note: Any older players might experience a skill auto-unlock, this is because I've made sure to not remove it and remake you purchase the skill. It's just not shown (but it is still active) until reaching a point the tree connects to. New players don't need to worry about this. [/list] [/list] [b]Some thoughts:[/b] I got some feedback about the auto-shoot and was wondering whether to just keep the toggle on. I've decided to go with it since it will make playing the game easier and cause less strain which fits with my "casual" vision for the game. I've gotten feedback about bugs in the game. As of right now all bugs seem to have been fixed. There should be no major bugs besides minor ones that I have not been aware of. I've also gotten feedback that the game was very unbalanced so I took a look at all the features starting with the gameplay. Is the damage set too high? Not really, it feels just fine when traversing. Are asteroid health set too high? Again, not really, it feels fine. How about the attack speed? Nope, it felt reasonable after all it's generally more fun when you can shoot fast. What about the spawn rate? I was considering increasing the spawn of rarer asteroids but after a couple rounds of playtesting this wasn't an issue especially due to my previous update lowering the generator upgrade costs. Since those four factors within the gameplay felt tuned decently, I turned to the generator mines which were set much easier and smoother for players to reach the more interesting and fun mid-late game. I am completely fine if players choose to upgrade generators however they want, even "breaking it" and unlocking the skill tree as fast as they want. My biggest goal was to make the generators feel good to use in the early game since that is where their real problem lies which was fixed by setting the base value to 4. I looked into the skill tree to see if there was a balancing problem here and yes, there was. Which is changed above. I’ve received feedback that the game isn’t fun, which I understand is subjective. However, if you enjoy incremental games, I believe the recent updates have polished it into a more refined experience that you might enjoy. Hopefully this fixes any issues the game might have with balancing. Feel free to let me know if you find anything else that you feel is off. Thanks for playing.