I think there's something broken in your menu code on larger displays. It works fine on my desktop (1080p) but on my laptop (2160p), if I open the options menu, it fills the entire screen and the buttons don't map to the right things.
It looks like quality of a combined product only cares about quality upgrades purchased after the product is unlocked. E.g., in the second town, I buy several Milk quality upgrades but Pancakes unlock with quality 0.
Each product has base quality for each component. For example, say, Apple Pie needs apples of quality 10+, Sugar of quality 5+ etc. When you first build a new production building (like Apple Pie), qualities of all components are automatically upgraded to their base value for free (so in the example Apples quality auto-upgrades to 10, sugar to 5 etc.). After that, each component's quality upgrade above base level increases main product's quality.
Currently this is not described anywhere in the game and you don't see base values, but this will be implemented in the next huge update we're working on.
Price upgrades for reagents (apple, lumber, etc.) seem pretty useless once you start producing refined projects. Maybe increasing the price of e.g. apples should slightly boost the price of e.g. apple juice?
Interesting idea! We'll think of it. We've had another idea of short time events boosting prices of previous products (like: apples are in need, Apples price is increased by 10^50 for 15 minutes), so that there is initiative for the player to come back to older products and upgrade/use them again, but your idea is good as well. Thanks!
Er... implement a better crafting system into the next one? "chance to be able to craft after another action" is kind of restrictive, plus you have no control over what you control.
Otherwise, average, 3/5. That was the real gameplay killer for me.
drbadtouch, the 'heat' that reaches Earth is in the form of radiation exciting molecules in the atmosphere. The radiation is produced by the sun, and travels through space until it strikes matter, at which point it imparts energy to it, making the molecule move. Moving matter is what we call "heat"; this is how heat can "move through space" from the sun. It is also why you would never, ever freeze to death in space; you would suffocate long before you gave off enough radiation to cool you to death.
phi73, the actual difficulty has nothing to do with why we find Dim's levels annoying; we find them annoying because of _how_ they are difficult. They are difficult because they rely on pixel-perfect clicks (or the black hole potion) to get a gold medal, which means you end up playing the same level over and over again because your metal ball was off by half a px. This is not entertaining difficulty, it is just annoying.
Each product has base quality for each component. For example, say, Apple Pie needs apples of quality 10+, Sugar of quality 5+ etc. When you first build a new production building (like Apple Pie), qualities of all components are automatically upgraded to their base value for free (so in the example Apples quality auto-upgrades to 10, sugar to 5 etc.). After that, each component's quality upgrade above base level increases main product's quality. Currently this is not described anywhere in the game and you don't see base values, but this will be implemented in the next huge update we're working on.