Nice game, but the space thing seems a bit like tekkie over-engineering: does not really add to the excitement of the game and all it seems is to "manualise" (yes it's a word - look it up) the magnet option in similar games. Would also benefit from upgrades as the overall game progress seems to vary quite a lot (especially if on several pints of ales)
Thank you for the feedback! Interesting approach! we thought that being manually, is a pretty cool feature that adds some tactic aspects to the game. :)
I have to wait 1 minute before loading an online save so when I'm starting a new session I need to wait 1 minute before actually playing ... kinda lame
@gravydonut not sure if this applies to you, but double check that you have enough energy: each column is process sequentially left to right in a tick and each cell activates when the column is ticked. However, the increaser increases every tick (even if the column is not ticked). Add to this the cell energy cap and you have to ensure that the increaser cell is loaded enough times.
E.g. if your increaser uses 30 energy (consumption increases with upgrade level) and you have an 8 column board with 200 capacity per cell, then in a cycle your increaser will consume 240 energy. However if you only have one charger with say 300 energy, then your increaser will not run at 100% efficiency and fluctuate between cycles. In this case you will need 2 (global) chargers to make your board run efficiently & predictably.
There is a "feature" where if you loop around some charges until they build up and then you sell, you can create chips with an artificial average income. One way to disable the feature would be to implement a dispersion metric (e.g. standard deviation) and exclude the sell events at the higher extreme from the average computation. Dislike so the developer doesn't see this :P
The clovers are placed in the following order. Imagine the half leaf just above 9am is 1 and you have 8 leafs. I will only count the colours switched on from the base: 1, 2, 12, 3, 13, 23, 123, 4, 14, 24, 124, 34, 134, 234, 1234, ....
You should see the pattern, but it just starts from 1 and then fills in all the previous combinations ordering by the smallest numbers first
Thank you for the feedback! Interesting approach! we thought that being manually, is a pretty cool feature that adds some tactic aspects to the game. :)