Observations and suggestions:
1) Taxation needs to be more clearly explained. Reveal the exact calculations on taxation. Both online and offline.
2) Increased price for purchasing stock past a certain point of ownership needs to be crisply defined to the user.
3) Aging and lowered energy - again, not explained or made evident.
4) Stock behavior. Each company should have a behavior profile that is well-understood. Either volatile within a range, or long term trend with occasional large corrections. Explain this to the user community so they know how to try to invest.
5) Luxury items - pretty useless as far as I can tell.
Overall, this game could be good, but as it stands, the lack of transparency of the "rules" make it really unattractive. To bring game players, the game needs to be fun to play and to have a natural rule structure. As it stands, it is neither fun nor has a cognizant structure.
firxen makes a good and well-articulated point. I am glad to see the developers are open to overhauling the energy concept. As it stands, the energy mechanic makes the game undesirable.
Developer responds:
"Yepp, but things are more complex. Investments while being offline works slower. Why? When you are online but afk you are taxed each month and year so being offline should also be nerfed somehow. Otherwise it is better to stay offline than online :)."
Please explain the taxation in detail.
Ok. You are online but afk. You are taxed 11 times by month tax and once by annual tax. Month tax takes 20% of profit in cash you achieved in month and annual takes 18% from all your assets (no matter when you gained them) so lets say you earn $1000/min. in-game month takes 10 mintes IRL, after each in-game month you have 10k - 20% = 8k. after 12 in-game month you have 96k - 18% = 78.82k after another 12 in-game moths you have (78.82 + 96) - 18% = 143.2704 and so on... annual taxes are consuming your money... Being offline should be simmilar right? Belive me it is not easy to reconstruct such a complex calculations for past time when player was offline so offline investments are simply nerfed by dividing them by 4. Btw. I`m very grateful for all your comments, and I`m open for all ideas and changes in balance so keep posting!
To Developers: In pursuing a University degree, the user is advised that only one discipline can be pursued. However, it isn't clear how that decision affects possible job opportunities. If there is a restriction imposed when the user spends money/energy, then the implications of that decision need to be clearly communicated to the user. Another example of poor game design.
You are maybe right that all things should be explained but the differences between them are not big. It is more about variety. Also you can choose other direction afer you restart and check yourself.
In the School, $ cost of getting the desired achievement/degree is clearly indicated, but the energy cost is not indicated at all. This is not a good feature of the game. Users should know the complete cost of their next desired goal.
Since I can't respond to a reply from the developers, I'm commenting again.
Re:
"Right :) I tried to keep balance between this two things. Athe the beginning - no choice - you have to learn and work, later stock and investments comes first, but there is another swap when you have about 6-7 employees, managing position and many luxuries..."
As best I can tell, the first luxuries are just improvements on clicking and energy storage. Your game doesn't explain monthly taxation. Overall, the dynamics of the game are not communicated to the user. And the concept of having employees isn't communicated very well. I have to say, I think this game is a no-go.
First of all the office feature is not working in 100% while game is in beta test phase and it is not accessable by all player. Belive me that after publishing office feature will work smooth (each friend that join a game after you will became your employee no matter if you invited him or not). I started thinking some wiki or FAQ for this game can be good idea...
To the developers: The Monthly Tax due isn't clearly described to the user. I have seen it pop up as a tax on cash profit and also on asset value, however I don't really know how it is calculated. More details need to be provided on this aspect of the game.
With the low regeneration rate of energy and low earning potential, "working" and achieving education falls by the wayside very quickly in this game and becomes irrelevant. It's a double-whammy. If energy is slow in accumulating, then give a stronger/deeper ladder to achieve more money per click. As it stands, there is no need to even exhaust the education ladder because bank investments and stock quickly swamp what can be earned through clicks.
Right :) I tried to keep balance between this two things. Athe the beginning - no choice - you have to learn and work, later stock and investments comes first, but there is another swap when you have about 6-7 employees, managing position and many luxuries...
On the positive side: Great job, developers, for keeping this game fresh and making us want to play!
On the negative side: it is pretty ridiculous that you can't make the online numbers match the offline numbers. You have released numerous patches - how hard can it be to just get the "right" answer. It is just calculations. Derp!!
Thanks for pointing this out! All points except 4 (it is tooooo complex) will be considered and added to game.