if you put your frame rate at 6 or 7 and your afky god is at max speed it looks like he's catching instead of throwing. if you have the projectile as present it looks like he's stealing them from the clones lol.
So first impressions, this seems alot like swarm simulator and seeing that game as part of your favorites I'm to assume that you got inspiration from swarm simulator and your adding upon that formula and your just at the beginning phases of your game so it isn't as polished at swarm sim yet? I hope thats the case at least, I'd love to see where this diverges from swarm sim. Time to jump in.
Could you implement a way to turn off just the arrows for the fame missions? It makes it difficult to make a good looking setup with how after every full lvlup it changes to another set of resources requiring us to move stuff around if we want it to look pretty again.
Thanks for the suggestion. Someone suggested to let them disappear when the mission is deactivated and I'm currently considering to change it that way.
I feel that there's a pattern for the timer colors like; green is raw materials (requires no inputs); yellow is secondary raw materials (only refines or combines raw materials but cannot be considered an actual item by itself); blue is primary crafted items (made from either raw materials or secondary raw materials and is itself used to make other items/weapons); I don't know what to classify orange and purple as, they both seem to be "final products" but the leather chestplate gets and improved version but it and it's improved version are both purple. This is all just an educated guess at this point. Could I get some confirmation regarding this and maybe a bit more explination of the item colors?
You're mostly right about the colors. An additional thing is, that the color specifies how fast the upgrade costs increase for a each level. This way it's in general easier/cheaper to build resources compared to products.
There's a moble game that's quite similar to this it's called "Reactor-Energy Sector Tycoon". It has slightly better graphics but (even though I'm only about an hour into this game) it has far fewer features than this one, it doesn't even have a hard reset if you want to start over. Great Job, I'm going to play the HECK out of this game thanks.
I don't know how hard/easy it would be to implement, but could you add a visual representation of how far each of the 3 main resources (Culture, Trade, and Force) extends? Like a sorta Number Line setup, with the respective resource highlighting the area till it gets to "x" amount with Culture taking Highlight priority over Trade and that over force. Discovered planets could also be plotted on the Line. Like I said I don't know how hard/easy it will be to implement, but it could help those who can't do math or visualize numbers in their heads. *or are just too lazy* Thanks
Puzzle 3 is a well know chess puzzle known as "The Knights Tour" you have to get the knight onto every spot on the board without going on hte same spot twice, there are many solutions to the many different sized boards, this one is a 5x5 so if your stuck look up the solution for a 5x5 board, as for the 4th puzzle I'm still working on it.
I did some math and found out how much each item of harvest sells,
Wheat sells for 100 and takes 1 year to grow
Corn sells for 300 and takes 2 years to grow (100 better than wheat)
Sugarcane sells for 1200 and takes 6 years to grow (300 better than corn)
Each cost 6000 for 6 days worth of seeds for one field, 1000 x 6years=6000, 2000 x 3years=6000, and 6000 x 1year=6000. This would be for 50% yield, or 50% chance for plants to survive. I'm assuming it would be most cost efficient to stay with one seed at 50% then 2 seeds at 75% (doubling price, increasing overall yield by 50%) (50% of 50% is 25%). Up-vote this so others can benefit from this work.
Thanks for the suggestion. Someone suggested to let them disappear when the mission is deactivated and I'm currently considering to change it that way.