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All of my feedback is on version 2.0.13, though the first 20 or so player levels were 2.0.9.
I know that there is a need for something to fill ritual slots with end game, but the gem rituals finish in 1-2 battles and I just have to portal back and forth to color gems. Leveling them up is really tedious too! Hundreds of gem boxes and opening of that menu, hunting in a list, selecting a gem!
I have a suggestion for a new system that is nearly functionally identical, but without all the headache. Read on!
Re-imagined nether orb system
I really like the idea of activations on the nether orbs, please keep this.
However 30-35 gem slots is extremely tedious to fill under the current system. Anyone serious enough about this game to create nether creatures is probably also not going to use gems below level 10 because the whole point is to get the “best” nether. How to achieve it? Hundreds of gem boxes where you have to hunt through a list for the gem you need to level and 30ish 1 fight rituals. Neither of these is fun to do because its super clicky and repetitive (vs the actual gameplay, which is great)
Gems leveling is basically unnecessary. They are essentially a convoluted currency you spend on a nether orb and each gem box you find gives you more of this currency. Why not treat them like an ACTUAL currency instead?
[ul][li]Remove creature specific gems, replace with ruby, sapphire, diamond, emerald, topaz drops (as currency, no levels).[/li]
[li]Remove the 20-35 gem sockets on nether orbs, replace with 200-350 gem capacity.[/li]
[li]Talk to gem guy to consume the gems to power up a nether orb via ritual. For example, you can start a ritual on your nether orb with 50 rubies. When the ritual completes, a 0/200 orb will be 50/200, and that 50 will be allocated to hp. More gems = longer and more expensive ritual. Limit 1 ritual per type per orb, to force players to save and be subject to bad events.[/li]
[li]Gem boxes removed, and replaced with gem piles[/li]
[li] Gem piles no longer give creature gems, but instead give diamond, topaz etc.[/li]
[li]Gem person no longer upgrades or combines gems, but sells diamond etc at a steep price[/li]
[li]Events that currently level/delevel gems would instead add or subtract player gem totals[/li]
[li]Power dwarf could instead take nether orbs off your hands and give you power for those! There are actually way too many orbs vs how many you need end game, and this would be a way to get rid of duds/extras. He could give more power if the orbs are powered up/activated first.[/li][/ul]
When the capacity of the nether orb is full and you’ve finished its activation rituals, it will be eligible for nether egg creation with the appropriate core(s) at egg guy.
What would the proposed change accomplish? 5 currencies instead of hundreds of gems at varying levels and types. Dramatically reduced tedium in leveling up gems and performing dozens of super fast rituals for one nether, teleporting between town and the level over and over. This would be much easier for people to understand and I anticipate the time spent in menus would be less than 1/10 what it is now. Depending on how you cost the rituals and how much it costs to buy gems off the gem guy, the same amount of gameplay would be required to complete nether orbs.
Hope you like the ideas, love your game so far. Feedback from others welcome.
TL;DR: Reduce menu tedium and convolution while retaining an equally difficult/rewarding task of completing a nether orb by changing the way gems play into the process. Plus power dwarf consumes nether orbs.