Annnnd I just had a game tank for seemingly no reason. I bought some research upgrades that included fan gain stuff? That's pretty frustrating. I really needed to gain fans, because the fan expectation has some multipliers that aren't immediately obvious in it? My fans doubled but my expectations got 5x higher?
It feels like there was an update that changed something with the employee buying. On buy max, I've bought +1 three times in a row, instead of it just showing +3 immediately. No cash flow to speak of, certainly not enough to afford a whole other employee at this level.
Also, I was baffled by why the retention plummets when you discover new planets, and I realized it must be because the retention is using the total population as part of the calculation (which doesn't quite seem to make sense). If I'm maxed at 10b, and I double the population, I didn't see if it dropped to 50%, but basically once it drops below 99.99999% it starts hemorrhaging rapidly anyway. Would love to see that changed
This is a really cool game! I found it very addicting and involving. There currently doesn't seem to be all that much consequence to not meeting the demands of the grid, and really it's probably better strategically sometimes to not meet the demands. I'd love to see this game built out more, including a hard mode!
I also had the mine and the oil tank break down, but it was fixed after a while of being offline. Still weird, though, given that there was no maintenance bar to warn us that this was a possibility.
Either way, loved it. 5 stars.
More messages or explanations somewhere would help a lot. I have no idea what the green special effect is doing, nor can I discern any change with the "hitting the ball strength" or "delay" upgrades.
Did Diffusion bullet get bugged or something? I still have the jem active, but it's no longer shooting them anymore, even though they're dropping diffusion jems still
Things that don't make sense right now that I hope you consider changing: 1) only grapes improve soil, not food, or anything else. 2) Fertilizer does nothing to improve soil, even for squares with grapes on it. 3) You introduce the bonfire (not even sure how many levels ago now) without introducing the factory for a long time. 4) The pace at which you need to collect grapes to constantly have a drip going is very quickly met, making roombas superfluous. Currently I only need two huts of 4 squares each to meet demand. I don't have to manually feed those workers. 5) Wine EXP is ridiculously low right now. I had a 3rd level white wine bottle age overnight and only filled half of a lvl 0 bar? 6) Like said before, Hardboiled boss is out of range unless you build specfically to hit it? 7) The worker AI seems fixate on one type of grape if two types area available, even if one grape type is empty, they will fixate on trying to fill up the other one.
Thanks for nice feedback, dauntless! Comment on each feedback. 1. We are considering increasing the soil level in food and wood, but it is stuck in the lack of consistency as a game. (Is food good?) 2. Sorry. A revised version will be released as soon as possible. 3. The factory points to the place where the grapes are stored on the screen! Sorry at the lack of explanation. 4. I feel that shelters and rumba are not well balanced in the game. I would also like to discuss the specifications with the development team. 5. Wine Exp was prepared as an end content for players who cleared all content. However, consider increasing the growth rate a little. 6. HardBoiled has no current plans to weaken. Instead, I want to ease the difficulty by adding augments. 7. Sorry, I would like to review the code again.
The fertilizer doesn't seem to do anything. There feels like a huge bottleneck once you get to big bottles, since the drip rate never increases, and the only way to fill them faster is to increase nutrition.
Also have no idea how to research Jems, and I only have 1 piece of steel after hours of playing
I echo the others here. It's got good bones, and it's interesting. There's some inefficiency with how the menus are designed, and having to respec manually each adventurer you choose really starts to slow things down and lends to tedium. We need a few presets that we can choose from and edit.
The autobuy on manual prestige is mistriggering. When it thinks I should be buying P2, it will try to buy P2 even if I reset P1. Now I have negative P2
You need to institute a buy max or buy x option. I have a 9900K, and I can hear the CPU fan spinning up when I buy while at -e6 prestige and above, lol.
This is an extremely basic idle game. I beat it, and I only spent maybe 15 minutes actually playing it, the rest of the time it ran in the background. It's so linear. I wish there was more detail and variation to it.
Thanks for nice feedback, dauntless! Comment on each feedback. 1. We are considering increasing the soil level in food and wood, but it is stuck in the lack of consistency as a game. (Is food good?) 2. Sorry. A revised version will be released as soon as possible. 3. The factory points to the place where the grapes are stored on the screen! Sorry at the lack of explanation. 4. I feel that shelters and rumba are not well balanced in the game. I would also like to discuss the specifications with the development team. 5. Wine Exp was prepared as an end content for players who cleared all content. However, consider increasing the growth rate a little. 6. HardBoiled has no current plans to weaken. Instead, I want to ease the difficulty by adding augments. 7. Sorry, I would like to review the code again.