WASD for fishing would be a good replacement for click and drag. would make fish that are faster then the current scroll speed impossible, presumably different rods would have different scroll speeds?
But you would want to check a fish is possible before giving it, and give impossible fish very rarely
oh ya, fishing, gave up on that right off the hop. click and hold to auto-collect and auto restart. . . would help. at least it would hurt less physically to play.
but really for mouse users the game needs a token you can use on one button at a time and it just does that, on repeat, until it can't. and you can do something else with your mouse. Because mouse use is not phone use, clicking and tapping are not the same. This game is an invitation to carpel tunnel.
and it's fishing game is absolutely a tapping sliding game for a touch pad. it is incompatible with safe mouse use.
Otherwise a fine enough game, good looking neat idea.
With a mouse, this game is a nightmare. everything is on a different screen. nothing is summarized want to build a house, it will ask you for 10 of this then 5 of that then 10 of the first thing again ... no topline summary (total 100 bricks, 25 morter, ...) getting the 'autotap' doesn't auto grab or start tasks . . . just yikes.
I got the house built, the car started, and the 200!?!? orange juice. my hand hurts and this game needs idle features autoclicker starting and finishing tasks.
clearer instructions on how to get batteries to drain before turning on fuel burning engines. also use a standard clear easy to read font. pixel art is great, pixel font is nostalgia overkill
@ darkrabite1 Only if you are finished buying crafting things. (AKA your auto-build is Idle).
Idle build is not active while you are offline.
In short, Income increases faster, but linearly when you are offline, but increases exponentially while you are online. Best is to be offline but come online frequently and briefly to upgrade your workshop, don't forget to manually save before you exit each time.
Secondly:
The reroll costs 99 gems, but if you reroll and overshoot the chem pack you get 40 diamonds back... or worse yet some trash blueprint that isn't part of a unique set you can only get in the events (still need a sickle my research rate overall is still nerfed because I didn't get one from the event where it was available, others still need uncut gems to unlock entire branches of crafting in their workshops /rant). It would be nice to be able to move the max and min re-roll sliders, reducing the max would decrease diamond cost, increasing the min would greatly increase the diamond cost, or 'downgrade' a roll to a previous reward if the reward we earned is objectively less valuable. (40 Diamonds for the price of 99 diamonds is definitely disappointing).
Thanks for the suggestions. The 3.3 update will introduce the missions to the main workshop and will have some changes. One of them is the suggested ability to move the sliders (to the left). The distance between the sliders is still fixed, but you can optimize the sliders for your desired reward.
Two quick suggestions:
Can you make the 'next town' rewards have more steps to them?
Currently you need 12-13 fame to have a decent chance of getting the chem pack. But if no matter where you get in the chem pack region you get the same pack . . . and the extra time/fame feels 'lost'. Can you divide the chem-pack area into smaller chem pack + different amounts of Lore? so the bigger you roll the more you win?
For the fame missions: Rather than one solid colour: black for all fame mission requirments, could those be colour coded with the colour determined by how long it will take to finish them so we can see at a glance which ones we need to improve production of?
and lastly 6: Something else to DO with low level finished goods. If users current expedition doesn't need bows . . . making them is almost a distraction and waste of CPU time / fps. Perhaps a market where once an hour you can trade 1e5-1e6 of a random finished good (item which is not needed for further items) for 1 level of a top tier (that you have finished researching) finished good or 2 levels of a top tier transition good or 3 levels of a top tier raw resource. That would at least motivate keeping the production alive for all finished goods even when their 'sale' value is too low to matter.
5.) Reincarnating: Reincarnating is underwhelming in it's appeal: Potentially add increase the number of resources made by raw goods production per level: Wood, Rawhide, Coal, Gold ... given how quickly one gets ham-strung by the lack of raw materials a 10% production boost per reincarnation level would seriously increase the attractiveness.
The reincarnation itself isn't very rewarding. The rewards or the "game+" comes from the lore, blueprints and achievements you gathered before you reincarnated.
3.) Expeditions quickly become untenably expensive. My current expedition is ~7.4e6 wood, and since the price goes up exponentially getting more than 900 wood/cycle is out of reach.
4.) 5 :1 , baby 1 for 5: Mixing up the number of resources needed for each is great. If you are doing a major balance patch anytime soon adding more of these every 2-4 levels would be good. They are good 'Vendor' sinks, however do the sell price ramp they become pointless too quickly.
3) Expedition needs grow until you ascend your level. This is far from perfect and isn't explained anywhere, but it will probably change again soon.
4) Thanks, I'll see if I can have them more often.
Some notes:
Good game, bad games are not worth critique.
1.) small thing: The instructions say that leveling up will double your production bonus "at least", The transition between 1024 and 2000 is below double, and several other levels after that are sub-doubleing as well.
2.) Exponentially Irreverent: With the sales price between successive builds types being multiplicative, any vendors or stand alone items being sold/built that are older even 4 items back just have no effect on income levels. The Dynasty/blueprints/expeditions system seams to try to give some extended life to lower level items . . . but by the time you can afford the expeditions that give wood leather and copper upgrades you have Iron and nothing from the wood/leather runs can compete. And things only get more extreme from there.
1) There is no level with a 1024 multiplier. It increases from 512 to 2000. Should be the same for the other levels.
2) This is indeed the reason why the stuff in the dynasty tab exists. Expeditions are a reason to still build those production units and blueprints increase their value. This isn't very beneficial for the current situation but helps a lot when reincarnating.
I will think about it. Maybe use the "wsad" keys to fish?