the game still needs balancing. I'm still getting too much wood, copper, tin etc. The source items cycles need to have the same timing as everything else.
and until that changes, the arrows should be coloured based on whether there is enough resource not whether the consumed vs produced numbers look good because they are known to be innaccurate - the amount of tin i've got is going up but the arrow is orange.
There are 3 states for the arrows.
Red: Production stopped, because resources are missing right now.
Orange: The production will run out of resources somewhen in the future (e.g. 10,000 units in stock, but it changes by -1 every cycle)
Green: There is a break even or surplus of resources
It's hard to say why the arrow from your tin to bronze ingots is orange, when it actually increases. First idea would be that there isn't enough copper ore for the bronze ingots production to produce at 100% capacity, which means less tin is consumed too. But there might be a bug as well. When you still think there is a bug, please provide a screenshot via a bug report, thanks!
I've figured out how to navigate around my balanced set-up without creating any click yield. I have thousands of surplus raw product. Needs fixing - some maths is going wrong somewhere.
I wish i could post a screenshot. I finally managed to have everything next to it's sources and products and fit on screen with no overlaps
(except for iron ingot which needs 7 items!). I could describe it... but that would take ages.
needs a universal "sell all" button. Even a balanced system ends up with thousands of the source items and hundreds of intermediate items (i think its simply because of click output)
To extend the game, the whole of the current era could be collapsed down to allow room for new items. After an "ascension" (some kind of aim: money accrual / income rate) there would be a start item representing the scheme of the previous ascension level ("suit of armour" or something) and all mechanics can be reset and used with a different array of items. knight's age > modern age > tech age > alien age?
Interesting idea. I don't know it the current content can be changed like you suggest. I fear that the interdependencies between the eras are too high right now.
it would be nice if the items were hexagons, just for spacing them out in a nice web of production lines. Circles leave loads of gaps. Up to the end of bronze age I can get everything to produce and supply for neighboring cells in a hexagonal based grid.
pricing needs to reflect the purchase balance of the game. If i'm buying twice as many of something because it combines at a 2:1 ratio, I kind of expect the pricing to be geared towards it. and then if that product combines at a 3:2 ratio, I expect the same again.
my pet peeve at the moment is haveing to start from scratch ever time you level up. Would be better if it doubled profits (as it already does) but then auto-sold half of everything owned (rounded down?). i.e. you would be at similar net profit but with lower purchase prices. And everything would be where it was!
I imagine it could be made simpler for programming and less heavy RAM-wise if you had all the items completing cycles in time with one another. It would also allow the auto sell to work more efficiently.
multiple purchase button needed. should be adjustable independantly for each item.
also newly purchased item should appear within the *viewed* area... not off to the side in the center of the *entire* area.
so, the Fire Axe - how does converting damage to fire damage work and how/when is it a benefit?
I mean, does 100 normal damage = 100 fire damage? And I'm guessing its better against some bosses, but how do i know which...?
often the most profitable farming level is a lot lower than the highest safe level (where raiders don't die). but there is no info given on the gold and XP per kill and no stats for G/s or XP/s. and You can't even work it out yourself too easily when the units digit is dropped from the total gold and XP at the top right.
There are 3 states for the arrows. Red: Production stopped, because resources are missing right now. Orange: The production will run out of resources somewhen in the future (e.g. 10,000 units in stock, but it changes by -1 every cycle) Green: There is a break even or surplus of resources It's hard to say why the arrow from your tin to bronze ingots is orange, when it actually increases. First idea would be that there isn't enough copper ore for the bronze ingots production to produce at 100% capacity, which means less tin is consumed too. But there might be a bug as well. When you still think there is a bug, please provide a screenshot via a bug report, thanks!