I feel like there needs to be at least one more line-length modifier. And the 'red' stage of the line isn't long enough for me to meaningfully use that 'extra damage' perk. But as short as the line is in general, it's hard to use the fishermen on multiple fish. I mean, it still makes single fish take more damage, but I'd have liked to fish a larger area, especially as I was going to max everything out (gave up on maxing out fishermen, but got everything else to max)
You're right about that, there's been some discussion on a line durability system to replace the length-limit. It should be a little less frustrating in the end and allow more use of the max range perk. And yea, I agree on the bigger line length overall. I think a full version of the game would allow you to have much longer lines and bigger stats in general. Thanks for the feedback!
I prefer it when there's an option to buy 'max up to [blank]'. Like, I want to be able to buy in increments of 5, 25, or whatever, but still be able to buy single instances of the higher levels, without swapping back and forth.
I really like how you've implemented the Auto purchase. It's a lot more convenient than a lot of Idlers where you keep having to adjust at least twice: Early, mid, and late game require different 'buy X at a time' amounts. Even 'buy max' isn't always ideal.
Nevermind; General Manager needed, and with it there even IS a 'Cut' button. New suggestion: Add a greyed-out Cut button, maybe even a tooltip for why it's disabled if you wanna get fancy, so players know they're in the right place, but can't do it yet.
I'm not able to cut players, even trying to drag them to the top or bottom of the screen doesn't do anything. A 'fire' button on their info, like the managers, would probably be more intuitive than whatever the way is at the moment.
I really like the Teamwork mechanic, for so many reasons. First and foremost, though, it both gives you a reason to still buy 'lower-tier' units, and gives you some 'adjustment room'; If you run low on metal, you can spend some food/science boosting the Miners, for example, without having to fiddle with the top-tier building and waiting for it to trickle down.
A lot of the more specific questions really should have had more 'moderate' answers available - like, if I don't study gun-names, but I can guess at whether a high-power sniper rifle would be better than a shotgun or whatever. Or just in general a midpoint between 'I've trained for this exact moment!' and 'Durr, what is 'gun'?'
While I won with a Str/Def/Rep build, I ACTUALLY won by, in practice, having a greater Speed. By which I mean, I won more because I captured nodes faster than the enemy, rather than because my nodes were stronger. The AI's easy enough that a quick player can outpace them at the start, when there's a limited number of nodes to control, so that by the time the AI regains the advantage (since they can control all nodes at once) you have enough of an advantage to win. Point being; If you DO go for a Speed and/or Agility build, it's not necessarily terrible. But I think you really should go for at least one out of Str/Def - either flee attacked nodes in search for easier targets, or turtle down until you've the numbers to win.
I don't feel like you should lose if you drop under 0. There's already a mechanic for needing money for food and medicine, so why not let that be the 'clock'? Increase it, if you need to, but let us worry about our own economy while trying to get a good set of monsters, rather than tossing random monsters at the customers.
I'd like it if the log auto-scrolled to the bottom. Also, both the inventory and upgrades might benefit from having the 'useable' items at the top - rather than inventory and high-cost upgrades.
I had kind of hoped the effects would be more dependent on previous steps. But, no, it's dependent on step-number and element/processing plant (it doesn't even care about salvage type)
It'd also be cool if we could tell certain classes to skip past certain areas. So I can have adventurers that survive the first boss, or can tell my warriors to not bother with the adventurer-focused exploration quests.
I'd like some way to 'group up' my units more. Heck, if they automatically started working together when getting to something someone else is already working on, that'd create more complex strategies about mixing units to get the best efficiency.
I would have preferred if I was able to grind earlier stages.
Yes, it can potentially remove the challenge, but right now it's a bit TOO challenging; I'd like to play with some more starting cash and less of a price-curve, but I can't unlock more skills without going into later levels.
At LEAST let me easily re-spec, in that case.
There should be a way to set how much you speed up/slow down from the right/wrong bar. In particular, I too made an impossible game, because I thought it was 1-for-1 - I set up a game where good skill would let me hit a few more 'right' bars than wrong. But you slow down by several steps for every wrong bar, so even though I hit two right bars for every wrong, I never got to the end.
You're right about that, there's been some discussion on a line durability system to replace the length-limit. It should be a little less frustrating in the end and allow more use of the max range perk. And yea, I agree on the bigger line length overall. I think a full version of the game would allow you to have much longer lines and bigger stats in general. Thanks for the feedback!