Right-clicking a gust that slams every top into the rails, then spending the coins on porcelain that breaks, brass that scatters, and powder tops that explode, is a wonderfully messy economy. Glad you're already thinking about a chapter boss instead of just capping income at the end of the demo. On the first table, is the wind helper still the bottleneck, or do the early magnet/prestige choices flatten the curve too soon?