I can't find the last Cyberpony Magazine in the research Facility. I found 11/12 of them, and it is driving me crazy. I don't even care about the reward anymore.
Occationally, I end up with an extra purchased first dimension, even though I do not have enough antimatter to buy any of them, and am not in a challenge. Is this a bug, or a feature that I couldn't find info on?
Huh. Didn't expect this to end up on Kongregate.
I played the Devientart version, until I got irritated with browser-control-hijacking, and downloaded the EXE version.
Rather good game. Has some issues, but eh, still fun.
I do get at least some of the feeling from the story (And Alicorns are infuriatingly difficult to deal with) to the point that I had to go back and reread it.
Allow hotkey customization.
Add hotkeys for each of the four directional-upgrades for structures.
Add hover/selection tooltip when selecting a structure.
Add Tint for icons based on whether or not you have enough energy/mass.
Tint game tiles to show where you can build (and where enemy can build) when you have a structure to build selected.
highlight enemy structures that can attack when you have a structure selected to build and you hover in range of said structure.
Add ~5 Blank tiles around the game border for you to scroll to, allowing you to un-occlude everything.
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Make spores less instakill-ish. At least vs heavy structures.
Several UI issues. Structure options can fall off the screen and are unable to be used, and lack hotkeys to bypass.
Icons for structures occlude part of the map, as you cannot scroll down further.
Range display is lacking. Suggest any selection of a unit shows it's range, (Tinted for massive range units) so as to make it much clearer.
I would prefer more information on tooltips for what each resource does. What exactly do tools and cars do when consumed? What price exactly is food, medicine, etc, purchased at? How many weapons does a single solder take with them?
Also, unless the data is incorrect, why does medicine not increase the maximum working age? It slows aging presumably, and lets you work for a longer time, so you should get more workers, not less. Ideally, a larger fraction of workers as well, since it would inflate your population and cause a faster collapse.
@bhauk, that is expected behavior. It explicitly is supposed to equally split heat between all adjacent tiles. This is how the original minigame from Minecraft Industrialcraft worked that this game is (Very loosely) Based on.
A few UI additions would be nice. Mean income, total sell capacity, Current upkeep (cell replacement).
For cells specifically, current heat dissipation/transfer rate/power production rate. For boilers, information on how much it sold from which adjacent tiles. That kind of thing would help you figure out how much things cost.
Ability to sell power plants for proportional cost based on how many ticks passed. I have misplaced a nuclear cell with the game paused, which wasn't possible to fix. As it was, that cost around half of my capital at the time, which was rather frustrating.
I would prefer idle ticks to be gained at a 1:1 ratio, and also be gained while paused. It might be that you gain one per second, and it doesn't benefit from upgrades, But I haven't run experiements.
The pause button and fast button don't interact properly. I have trouble pausing the game while using fast, because sometimes it doesn't pause even though it says it does, and keeps burning ticks.
Suggest better indication of energy limit. Possibly, that circle that forms in the center, for the orb, should be patchy, with parts missing, showing an insufficent field for the orb. The amount missing ought be proprotional to the lack of energy. That would make it far easier to realize what the problem is.
Organisms regenerate slowly, almost negligibly. Links, on the other hand, throw cells around VERY fast. If you set up links between your organisms, they will create free cells, at no cost to the host, and effectively regenerate the target faster. Getting a single high level organism with a link-cut, and then linking it back to multiple organisms can make those other organisms grow VERY fast. Unless it causes devolution, always keep all links up, whether attacking or boosting.
Cutting a link only transfers cells, leaving it up creates them.
A single predator can be linked to three organisms, and throws cells at them at a massive rate.... Which can easily result in three more predators, or at least one if you then link and cut them all to one of them.
A boost-link of equal level to an attack-link will nullify the effects of that attack, by providing cells at the same rate they are destroyed. This can let you ignore some attacks, while you build up your organisms.
Needs to have indicators for evolution/devolution.
Add a health-bar, with the left end being devolve point/zero, right being evolve point/limit. Would make it all more intuitive.