I love the game. The skills are hard to use though. I rarely do, maybe just before Prestige to gain a couple of levels. It's a shame - too under exploited. Maybe an auto cast of some sort or maybe a "pouch" holding a couple skills of your choice to get at once? Anyway, good game!
Devs. Kind of weird to bound the player on a new mechanic - blueprints - even if you warn them first. Give them the ability to sell as most of them will figure it out just later what they want to keep. If they are disappointed and they feel stuck they might loose interest
Hi Devs, since you do take seriously the feedback here is more: 1) field resources should yield the same amount both when clicked and when auto-harvested with cubies. Only speed should be affected by clicking. Maybe even prolong autoharvestig to couple of hours (like 1 cycle/sec) This way you'll reward both clickers and non-clickers. 2) not sure how hard is this one but roads should definetly be thiner. They are both ugly and nonefficient atm. 3) a toggle on/off grid in settings and some sort of outline for buildings with grass.. sometimes that extra bush adds like 1-2 squares more space req. 4) quarry is way to big and ugly. You might want to design it more like an 'open pit'. keep it up and make more games.. you have what it takes and i'm sure as hell i'll suport you with in-game purchases!
Hi Dev, just started for the last few days. Few suggestions as the game looks great: some stars above the buildings which are boosted by other buildings, maybe proportional to boosting strength - makes it easier to make efficient layouts. Building level as a turn on/off feature. Maybe some stats for each building when clicked: item/second or item/tick. Also, the pop-up building menu makes it difficult to navigate. Should be a double click or just a small left menu with essentials that can be expanded. I know some of the above are hard to implement but maybe will give you some ideas. All the best!
Thanks for the feedback! We are working to release a patch today that addresses some of your concerns (9/21/16) and the one about seeing more stats is something we are currently working on.
Dev, please simplify the garbage rule. "Always to the right" for the first package to come out of the conveyor is a vast improvement over the current system.
Hi Dev, you have a lovely concept here. Still you probably need to balance the extra immersive game-play at the beginning with the tedious waits for resources to soon follow. After I am done tweaking with layout of latest researched industries I find myself days away from the next step. Add the fact that offline earnings are hardly noticeable and you force people to get stuck and eventually abandon the game. It is up to you off course to chose the way you want to get value out of it, but for now it just seems a bit harsh. Excellent concept again.
Rather easy. You might want to add a deck editing ability (such as removing one or two cards at any given time) and some variability in bosses strategy to add more depth to the game. Good luck!
early buildings become really annoying to upgrade as they do get obsolete. Races have a lot of differences which is good but some are clearly less of a hustle than others. A lot of balancing required. a 4/5 for the idea
I keep seeing under "Achievements" several cups for my 340 Factory that show Profits x 8, x 12 and x 33. Where do this profits go to. What profits are they since my Factory only produces 340 @ 340 lvl?
Thanks for the feedback! We will take it under consideration for further balancing and changes. :-)