My biggest gripe with the game is it's vertically long UI. Doubling or Trippling the items and customers would go a long way to making selling the right items more feasible. As it is, it takes too much time, with most of the time just selling what is at hand being more practical.
Agreed. I will remodel the costumer system. But I will proritize reducing fps drop first, which causes by ot of UI elements (costumers / lot of items etc).
With civilians running into your pre-start alpha zombie, especially at the southern port where they spawn on top of you, this becomes far more idle than initially intended. Might want to block them from entering these specific 4 areas.
As it is right now, it is a rather tedious semi-idle game; Once you have unlocked a few high-tier permanent spawns, beating a "full level stack" is a matter of few minutes, requiring you to manually up-list your combat once again. This heavily impedes any "idle" progress to manual action.
The "Gold Upgrade" Perk, seems utterly useless. 4 points can buy you 5 permanent lvl 4 spawns, which will rake in far more than 1 gold per second. Replacing it with something like an increase in gold gained from all sources, or a reduction in spawner-cost prices, would make it far more viable.
That said, quite enjoying the game itself though.
Attacking is still quite unrewarding. I currently would need to spend 40k, to get winnings of 8k max until I'd need to upgrade my units again.
How about gaining another idle income, based on the "level" of your troops? Something like "harassing the countryside". As it is now, the fights also take long enough that idling almost is worth more - especially so if you do not end up winning.
Quite the enjoyable game.
Not too long, but not all that short either.
Simple interface and gameplay. Story is "fitting" for the game too - no unneccessary depth or massive lore-dumps.
So yeah, perfect game for an hour or two - but not much replayability. Harshest words to be said about it, imo.
Well. Using the sun cannon crashed the game due to a memory leak. After that, all towers were gone - and the auto-retry feature send merry enemies towards my undefended base. Only 100 crystals to retry, so it isn't a bad loss, but still. Not being able to use the one of arguably strongest tower, of which you could build 6 of, is kinda disappointing.
You can easily use sun cannon, most people use it without problems. The memory leak has nothing to do with it. I would suggest to reload the game every few hours to avoid them until i find its source.
On a technical note, that catapult "bolts" fly over the rest of the screen instead of impacting the area they were first sent to, is quite the hindrance. Another tower takes out the enemy it is aimed at, and thus the attack can go wide. Would be far more efficient to have them aim at an area instead of a specific mob.
Looks like a solid basis for a game so far. Biggest "problem" atm, is that you can only upgrade one tile of each type - sans sand-desert, which doesn't have any. The symbol in use for food is also unintuitive, might want to change that before the final version. (As is, it looks like a wad of cash, clashing with money until you find out that it is meant to be food). Start could also do with more / quicker ways to make money, which is, and remains, the main-bottle-neck for the start. Which is all there currently is to the game.
Nope, I honestly question you, if you ever played that game yourself. On normal, you conquer a single country, and have to spend all of your starting capital and three turns of income on getting your happyness back into non-negatives. By that time npc countries have conquered 3 to 5 neutral nations, and somehow have rising happyness, 3-times greater army than yours and so on. Playing on easy doesn't change much to that, either. Focusing on money leaves you lagging behind as well, as does propaganda builds. I tried. I also do policies on first turn. Get your game straight, before uploading it here.
You assume having low happiness is bad - it can be good as it causes civil wars and lowers you pop ( unless your going for a friendly victory). Don't forget the policies - put "work from home" and "hopes policy" on at start at the very least. Putting them all on is fine too, it just causes tonnes of unhappiness, and drastically reduces your birthrate. Then, concentrate on green inf. Let pollution kill millions for you when it gets to 500 and you can win without taking over any other country. ( get the pop to less than 400 million) Also, watch the large countries, they are especially weak after they take over a country, and you can gain large territories relatively quickly by attacking them then at crucial points. Hope this helps!
Got 1920x1080, and game is still not fully visible without fullscreen. Far more pressing though, is that the game just doesn't seem to add up. It almost seems like the player doesn't "take over" the economy (sans pop taxes), whereas the pc factions do. Within 30 turns behemoths with far less lands than you take shape, but have triple your everything. Definitely needs some heavy balancing, or more comprehensive intro (which doesn't really mention policies and stuff)
Attack back the country that attacks you in the beginning. You should be able to attack and take 2~3 other countries on the first turn. Or, focus all your money on green infra. You can grow "tall" and still win :)
The idea and graphic implementation is nice enough - but sadly that's about it. The idle content, takes too much time and money too unlock, for the paltry payout it gives you. Even if you don't purchase all the upgrades, and painstakingly slog through the short-cooldown "programming" of the game, you need to spend ~10+k to unlock the second game. Which gives you 3 bucks a second. The interface clearly seems to be aimed at a mobile game, but to require the funds to get to the idle content, even auto-clickers aren't enough to not make the game tedious. I'd recommend to cut down the prices for pretty much everything, and greatly increase the rewards from the games. Having less "finished program modules", on a longer cooldown for them, would also work out better - as is, you have to hecticly switch between programming the games, and earning money via clicking. For a game, that won't pay its investment costs until half an hour +.
Thanks for the great feedback, I understand the balancing is off by a long shot right now - I'll definitely use your feedback to improve the game.
Thank you for playing the game, and for the feedback - it really helps me figure out what we need to do next.
starts lagging horribly at ~60+ combatants. Not playing this on a toaster either, but a machine not half a year old. Might be a problem with firefox though (also up to date, that one).
Agreed. I will remodel the costumer system. But I will proritize reducing fps drop first, which causes by ot of UI elements (costumers / lot of items etc).