Idea: One of the frustrations with this game is the limited inventory space. Trying to build up my workworking skill... I can only withdraw around 100 logs. Carve them into art. Takes a minute or two. Then I have to deposit the art, withdraw more logs, and restart. Same thing with making fish rolls.
I know you said you are working on more followers to potentially automate all skills. Would it be easier to perhaps have a "crafting" space where inventory limits are temporarily lifted. So while there I could withdraw 1000 logs - but I wouldn't be able to leave / go anywhere else until I had deposited back to the bank enough things to be back under my inventory limit? Could either be a permanent game mechanic, or a temporary one until you build the other followers that would allow you to truly idle everything?
Something very similar to what you suggest will be coming with the construction skill! I'm not sure when that will be, but I will keep working on it and have a date soon. Thank you for your suggestion!
Intriguing concept, but like others have said there's a lot of room for growth. Good work and I hope the comments here help you make a better game. Maybe consider a save/restore/recipe for paint colors. Once I've crafted DD33EE, and the moved on, I may find I need to go back to it. So accessing a library of colors I've "invented" before might be nice. And/or be able to use the "custom" colors to paint tiles in the home sector so If I've already created DDDDDD, I can just start with that instead of starting with FFFFFF, DIMING twice, etc. I realize this affects the game-mechanic of limited space, but it's just too tedious otherwise. I fully understand hex, binary, and boolean logic, but it would still take me 2-3 minutes to custom craft a single color, move to world, conquer a single tile, come back, start from square 1. Need to get rid of current inventory and see/place logic gates, and colors all with single click / drag.
Good start to a game, but has a lot of room for improvement, especially with the UI. Very inefficient use of space, and the odd scrolling makes it confomfortable to use. Game progression is OK, but seems a little slow with the successive soft resets, especially with food. Keep up the good work!
You have an integer overflow in your research cost, somewhere around getting research to 10million the cost goes negative and purchasing it actually made my total money increase.
Great game - but its rather annoying that state isn't fully saved. Once you have loops going (esp with GOD cells), it's a huge pain to have to "restart" them everytime I come back to the game. You need to save not only the elements in each grid cell, but the type/quantity of the power/research/gold/god cells on that element.
would be nice to have permanence to routes (don't reset when drop to 1), also maybe because of the complexity of some of the maps, be able to pause while you set up routes (could go either way on this one, its a difficulty balance aspect to the game). Overall good game, nothing new or exciting, but fun nevertheless.
I was super-excited to see another Bison game, super-disappointed in the pay-to-play / freemium / grind-forever-to-get-anywhere game play. Re balance so you can buy something new every 2-3 runs. I'm currently making ~5-7K but all my upgrades are 80-100K.
love the game but my ocd / prod optimizing inner-self is dying. Would love to see a feature I've seen in other games which auto-purchases downstream requirements. Also - Holding "z" or whatever should let you buy whatever by clicking on the main area instead of having to scroll up & down trying to find things in the side. More of an issue as you progress through the game and the 'related' items get spaced further apart.
Amazing, love the game / controls. Always love to see great physics games. Would love to maybe see more puzzle types like 45 where the solution isn't obvious just by the setup of the blocks and there may be more than 1 way to solve.
Very excited to see another upgrade complete, but I have to agree with other comments, somewhat disappointed in the difficulty (too easy) - I finished in about 25 minutes, only completed wave 17. I love the humor, the poke at micropayments, etc, just wish there was more content / longer upgrade paths. Also, and this is important, some statistics? I have no idea how much damage a level 3 Blaster does compared to a level 1 laser
agree with other comments that stats need adjusted. I think some of the achievements need adjusted as well.
1 year on venus... unless that's real-time and not have-the-game-open-and-running time it will take well over a year or 2 to get that. 5832 hours is almost 250 days if you play 24/2... but if you only play for say 4 hours a day it will take you almost 4 years to get that
100,000 gifts... at 8 seconds per gift is 222 hours (@ 4 hours a day = 55 days)
100,000 dates is similar, fastest date is maybe 4-5 seconds so maybe only 150 hours or so
maybe add some way to auto gift / auto date?
1 billion taps? lets say you do 5 / second (ignoring auto-clickers here, pretending we're actually playing the game) - that would take you just over 6 years of continuous 5 clicks / second (unless there is some game mechanic that gives you more than 1 heart / mouse click)
Like the game overall, the differant "personalities" humorous comments,, etc. Can't wait to see how it improves.
decent game, like the premise, but it seems like the number of moves you get changes the game balance heavily in favor of "luck". I don't know what version the dev is playing, but I'm not to level 30, and I don't beat each level in "one or two tries". More like 20-30. It seems like I can clear the blocks or whatever the sub-goal is, OR get the required minimum score, but trying to attack both seems to always end up short in the other goal.
A word to the wise, drastically changing your allocation of workers to medicine can have a drastic impact on life expectancy, which can have a drastic impact on food consumption, which can lead to a population crash (as food runs out, but old people don't die, so food and therefore population don't bounce back). I just went from 750K -> 100K learning that the hard way.
nice game, I love the formation bonuses, really adds some thought / fun to the game - would love to see an auto-advance button, go until you fail, then retreat 1 level and stay there, it's slow-going coming back from a day or two of idling, having MASSIVE gains, then having to baby-sit and keep clicking the level advance arrow
Hi melchandra, Glad you're enjoying the game! Once you do your first reset, there is an auto-progression button in the Settings menu (gear icon at the top.) =)
Excellent game! I felt like this had a good mix of difficulty and learning curve. Would love to see the concepts continue with added features / obstacles. Maybe different sized light spheres, or lights that do different things like start/stop objects from moving (or use switches instead of lights, but you get the idea). Maybe some larger levels that require more puzzle/solving versus just straight jumping / timing to get through? Love the dialog / story / AI adversary and the peak-behind-the-scenes-at-the-code hints as to how the game works.
Something very similar to what you suggest will be coming with the construction skill! I'm not sure when that will be, but I will keep working on it and have a date soon. Thank you for your suggestion!