Hi, KidA1515. We developed this game as a half-idle game because we wanted the players to actively engage to the game. However, we're considering about the direction we're heading in the long-term perspective.
The first and most important thing you need to check before releasing an idle game is "does it run in another tab?" If the answer is no, then don't release it.
Interesting game flow, very different from other incrementals. I haven't played for very long yet, but the one thing that I think would be good to add is a window where you can see the upgrades you've purchased.
Good metroidvania, with a couple rage-quit inducing flaws. First of all, your hitboxes are too strict. The spikes will kill you if any portion of your square touches any portion of their square. Second of all, the counterflow toggle needs to be much more responsive. After toggling, you can't toggle back for a few seconds. These two flaws put together make the good ending area extremely frustrating to navigate.
Balance issues: 1. Block falls far behind in efficiency by level six. It costs a massive amount of wood to get a very small amount of block. 2. Once you unlock the mansion, farmers become pointless. 3. Your personal effort is much more efficient on research than anything else, but you get far more research than you need very early in the game.
The update made it more playable for sure. The progression is still a bit slow. I used the strategy of making sure everybody but me was missing pieces, and then harvesting them slowly. Late in the game, though, I killed one and all of a sudden this hyper-evolved megaboss showed up and wrecked me.
Hi there, the latest version includes some changes that have reduced how harsh both of these features are. We would love to hear what you think of the changes!
My best suggestions would be to update some of the saving mechanisms, like retaining all data when you leave the screen, and either having an online save or being able to export data.
I've realized what's wrong with your pricing. Increased cost per item scales in a linear fashion as opposed to exponentially. This means that for each high level item, you can buy massive quantities of cheap items more efficiently. This system doesn't really work well in an incremental.
This game is pretty strange. I've purchased every upgrade below 50k, and a standard cost/dps calculation shows that nearly everything is far less efficient than minimum wage workers. I've got over 200 mw workers and 1 piece of hardware. Anything from benefits package up is horribly inefficient. I may not like the game flow, but I love the satire (if intended).
The game flow was done on purpose. The useless managers, HR, etc was my response towards my old job. And don't worry, things even out after your first reset if you buy the Tier 4 upgrades for them.
It's fun, but the gem system is weak. I assume you're supposed to slowly work your way up to the better gems, but as soon as you find a low level stone with any chance at all to get diamonds, you can get plenty. Even a 0.001% chance is huge when you're mining 10k per second. And with the skill that prevents gems from being used, all you need is a few.
Yeah, I agree. the gem system is a bit weak, especially gem boosts. If you (or anyone else) has any suggestions for a (numeric) way to rebalance the system, feel free to drop me a PM. (I say numeric because at this point rebalances beyond just number-tweaking are a lot of effort)
It's turning out to be a nice incremental so far, but it has a couple features that are problematic. First of all, hiring a new friend after maxing an old one substantially reduces your DPS. This should never happen in an incremental game, as it discourages upgrading. Second of all, breaking the car gives you no benefits but reduces your reward. This isn't a good feature.
Really fun. One thing that would have made this game much better would have been some way to automate low-level crafting. While automation of harvesting is great, I still had to click about a billion times to make all the walls, planks, soil cubes, ingots, etc. I needed in order to craft all the people I needed. Consider making harvesting slower, but having each high level item light up when all the material prerequisites exist. And maybe cleaning up the inventory a bit by showing the unlocking craftsmen elsewhere.
This game can be easily completed with just melee weapons. Begin playing easy or medium levels, buying each melee until you reach the spear. Buy a couple survivors, then buy the chainsaw. Once you have the chainsaw, you can faceroll the hardest levels. Get the lightsaber and upgrade it, then just blow your money on whatever you like. You'll only ever need one wire barricade - I lost 1400 hp on the hardest last level. Traps are a waste.
Hi, KidA1515. We developed this game as a half-idle game because we wanted the players to actively engage to the game. However, we're considering about the direction we're heading in the long-term perspective.