Hey Denis, keep up the hard work. I'd say this game is solidly in the middle of the pack for idle games. Which, I think, says a lot, since you're 15 and there are more experienced devs out there making worse games. Keep pushing the envelope, and I hope to see some great stuff from you in the future.
The beef I have with the mechanics is that there is very little margin between how far you can get based on your skill and how far based on your upgrades. Essentially, the most talented player can still only get a little bit farther than an average player with the same upgrades. This ends up making the game more grindy/upgrady than having anything to do with skill.
People complaining about premium content on this game are effing ridiculous. It's FREE. The whole part of the game that's on Kong is FREE. It's short, but again, it's FREE. It's not unreasonable for them to want money for work that they did. It's incredible how entitled people feel about wanting more content for FREE.
I just finished the game, didn't spent a single cent. How is this game from the hundreds of other games that are short, other than the fact that the devs give you the OPTION to pay for additional content? Do you want to drive their cars for free? Live in their house, too? Get over yourselves.
I really enjoyed this game. The upgrades weren't super slow (to me), it kinda depends on how you prioritize them. I'd like to see different, more interesting upgrades, though, with maybe more of an RPG/skill tree aspect to it. Could be cool.
I'm glad you enjoyed it! I'd love to go super crazy with it - my very first ideas for a plinko-like game was a crazy battle-plinko-dragon-riding RPG game, which would still be pretty rad to make. Maybe some day...
A lot of the benefits don't scale well. For example, the house reduces the cost of the next villager by 3, but when they cost 1000 each, this benefit is basically useless very quickly. I'd suggest making it a percentage benefit up to a certain limit.
Okay, this is crazy, but what if the inventory that is displayed is relevant to the class of the character you're on, instead of showing all items by default?
Ignore my last comment. Realized the role of capacitors. I notice a weird thing happens; if you use heat exchangers to take heat from the air and send them to fans, increasing the heat capacity of the reactor also lowers the ability of the heat exchangers to effectively reduce the heat of the reactor (ostensibly because the heat exchangers are trying to take a percentage of heat or something?) So when I added more plating in order to try to increase the effective of my fans, I learned I actually got a better result when I replaced the plating with lower heat capacity plating. An overall 1/3 heat when the capacity was 30m and 10m of heat went down to 5m and 1.5 of heat, with nothing else changed except for plating.
Just thought that seemed counterintuitive.
...it definitely doesn't make it better that the CPU intensive part is fake, since I've had to refresh the tab twice now because it's crashed the plugin...
The CPU intensive level is stupid. Is there really no better way to program that level? How is it that we can flawlessly play a game like Crysis, and yet be unable to play a flash game without lag?
I like that at one point his thoughts automatically start to accumulate, because he's a human. That made me think about how for some people, other bars automatically accumulate too... What bars are you automatically accumulating?
I still love that this series exists, because I love being able to try out different car designs. I think there are some fair complaints about some issues, but I just wanted to make sure I stood and was counted. Keep up the good work.
thank you!