The first "play through" is fun and interesting. But the game is unplayable after the first time you redraw. That is the prestige mechanic. Not a hard reached conclusion, but a constant prestige game.
Core mechanics are there, and they're partially wonderfully put together. However, the issue is the supporting systems.
After the first few redraws, it isn't overly complicated or difficult to continue. Fun in fact. The growth can consistently push you forward.
In fact, I would say in terms of pacing, a core complaint, is actually not internally right. The issue isn't the pacing. It is the supporting systems.
The supporting systems are those that control the game play mechanics during idle play. For starters there is a priority system that with additional unlock allow you to partially control who you fight when.
1 priority system is good the first 1 or 2 redraws. This is not very long into the game. It is a temu type system that you will enjoy and like until you actually need it. Secondly, the unlocks as a whole are atrocious.
Shop, you use current redraw currencies, resets and you need to manually unlock. Prestige currency and unlocks persist. Both the manually unlock and prestige options that aren't passive make this game nearly unplayable.
As an example, prestige unlock "tools", the shop unlocks, you can get 4 tools to persist redraws. The first 3 are core and NEED them. 4th renders priority system useless. Now the problem is that you will likely use the option to buy all after partially use the leftover after core prestige upgrades. Once it auto buys that 4th upgrade you have to turn it off COMPLETELY or automatically turn on that 4th option with first 3.
Note to dev, you expect random players to study astrology to divine the proper way to use bad systems to perfectly use your diluted and poorly designed systems efficiently?
I make this comment without reference to other players with complaints, but I dare say that if just these 2 things were handled well, the "pacing" issue would be more tolerable.
This is an idle game and can expect horrible late game progression. Those that can make it past the "first hour" or the time needed to separate those that like the core mechanics vs those that don't like the game. These supporting systems that effect game play flow make the game completely unplayable garbage.
If for some reason dev does see this, core concept that is skipped way too often, if you have to explain your game mechanics, it means your game sucks. Or do you actually think your game is so unique and revolutionary that you have something that has never been done before that needs explaining? It still sucks if you have to explain it. Games are meant to be played, it isn't a book. Even authors know to show not tell.