Albert my tech just disappeared. There was a bar at the top of processes that let me access him, about five minutes after starting play with the tech it is gone, I reloaded the game, still gone.
It just doesn't work the arrows are all green, the tech levels all the same, roughly same amount of workers, but no income. If i screw around endlessly with the combinations of tech levels and workers I can find a random combination that causes me to gain income, but it is so unintuitive that the game is unplayable
hi! thanks for commenting. I am rethinking about removing the "system compatibility" mechanic and I am leaning towards removing it. watch out for the next update!
edit: system compatibility is now removed and I added a production per second. hopefully it is more intuitive this time
After the levels where the thief disappears and then comes back, I can see him, heal him, he attacks, but I have no menu to upgrade him, and the skills I had for him are gone
Am I missing something, what is the point of hiring people besides making more money to hire more people. The logic games and money seem essentially unrelated
Puzzles and hiring are only related in so much as the puzzles give a substantial multiplier to money made. This was intended to be a pretty simple combination of the 2, but it appears that this was not ideal.
Good upgrade, always appreciate more content. You do need to find a way to limit the exponential growth with the green coin gamble, I am maybe two hours in and have money at e^69 and my red coins at e^26. Just buying green seeds, growing and then doubling along with the chance of adding gold petals means after a couple cycles you have broke the game
Fun game, the "add x amount for next production bonus" does not fill to the next bonus, it just adds that amount, in other words if I need 7 more to hit ten robots for the bonus because I have 3, I don;t get 7 for a total of ten, I get 10 more for a total of 17. How do you determine the amount per purchase, sometimes I have to click an inordinate amount of times because I want 500 more robots at a building but it is still only adding one at a time, give me the option to choose how many I add. Also, the moon system is confusing, I know it is some sort of prestige, but what am I getting exactly? Finally outsourcing does not give the amount it shows, it gives the amount minus the robots I will lose. So I put a bunch of robots in there, think I will get 100,000 dollars out of it, and then before I get my money I lose the robots first, this makes no sense, I should be getting what is displayed.
Great comments, thanks! I'll be fixing that second button issue to add the exact amount in the next update. Also, the graphic artist just finished the moon map art and I'll be adding that too. That should make the moons a little clearer. And Outsourcing is high on my to address as part of my game balance review. Thanks again for the great feedback.
This was an update in the WRONG direction, nested menus with ridiculous keyboard layout, and the single longest most pointless introduction to a game I have ever seen...you done goofed
Well, that's why I uploaded this as a stand alone. The original game is still there in all of it's single faceted, button clicking "Idle game" glory. This however, is the first step towards a much deeper game. The "single longest most pointless introduction to a game" part is the tutorial, and if I didn't have it, I would have (and DID have) people asking me for one. Besides, it really doesn't take THAT long. A few minutes, for the whole thing, and it's done. The nested menus are virtually essential, when you consider that there is going to be a HUGE amount of content. And I'm not sure how the keyboard layout is ridiculous. 1-6, q-y, a-h, and z-b are the currently designated controls for the keyboard in the dev build, and it's actually quite functional. Mouse controls are coming back in the next update.
A random encounter takes my money per sec from $12 to -$21, need to balance, I shouldn't be losing all my money 2 minutes into your game via random chance, as far as I am concerned this is a broken idle game 1/5
I love the game, but you HAVE to change the green top menu bar from expanding and shrinking as the money per sec fluctuates every time an auto gun shot increases the money per second. The green bar flashes constantly (every 0.35 seconds at the highest upgrade). This is the only truly annoying feature/oversight, otherwise great game
bug report: when hotdog stand hit 2300 qty, I got a "-4075..." then umber trailed across the third view setting into the petshop and the computer store line for numbers, the numbers went over the top of those stores' numbers making them impossible to read
Awesome game, 4/5, a couple of suggestions: 1) Give a money per sec on the economy screen 2) Line up the achievements under the respective headings (Economy, Military, Resource, and Misc.) just to make it easier to navigate. 3) Give me a reward for each map skirmish, more than a few units, I want to win things like "trade", "currency", "militia", and "spearmen". Plus if I know before the skirmish what is possible to win in "x" amount of fights it motivates me to get to that level, a reward system, right now the map fights are really tedious.
1) The income has been updated onto all shop screens. 3) Each Battle you win gives you a bonus to your universal multiplier. Added Auto-fight so you can set it and forget it for a few minutes, but didnt wanna make it faster than just clicking. I'll look into doing number 2.
Take first loan, pay back immediately; take second loan, pay back immediately, take third loan; max buy everything in order up to the plane; buy manager for everything; wait a couple rounds; pay off remainder of loan; instant capital and saturated market in about 3 minutes; plane and beyond is broken
Something is broken: when I equip a skull staff Tier level 4 my average is 194.11 unvig, when I unequip and leave the slot empty I average 199.56 unvig. Why do I make more with no bonus staff?
Still love this game more than Adventure Capitalist, find the prestige, purchasing, basically everything minus maybe the graphics better. Keep plugging your game in the AdCap chat rooms, trying to convert.
Hoistmaster, I know you are not planning a new patch anytime soon, but when you do, what about a "next achievement at ____" on the purchasing screen? Because of the new achievements of differing increments and final quantity for achievements for each unit, I am constantly switching back to the achievement screen, trying to figure out which purchase to make next, and scrolling through trying to roughly calculate the cost of the achievement vs the benefit, and how may units I would need to purchase to reach. At this point I actually have a scratch pad in front of me to keep it straight.
hi! thanks for commenting. I am rethinking about removing the "system compatibility" mechanic and I am leaning towards removing it. watch out for the next update! edit: system compatibility is now removed and I added a production per second. hopefully it is more intuitive this time