I actually love how fish swim under walls and you can't catch them. That happens a lot in actual fishing. They flee under piers and behind columns for shelter, messing up your line and preventing you from catching them. I actually like the timid fish that flee.
Haha thanks for the input and anecdotes! You made me think that future versions should have trees by the shoreline, and your line gets stuck in those darn things 10% of the time :P
v1.0.9
- Increased gold cost of troops & buildings
It seems you broke the game. Unless I'm mistaken, every building costs more than your max gold, 100, including the chest which increases max gold. Entire sections of the game are walled off and useless as a result. Please fix.
The delayed nature of ink into currency really makes this game, I think. Unlike most idle games, buying most things wont increase your income directly. Instead you have to wait for paintings to give you income. The process is simple and clear but excellent.
This game feels very barebones. Avatars upgrade but don't get "big upgrades per x levels" as is ubiquitous in other idle games. Everything is just a strict, tiny, dps increase.
Monster points are a joke. In order to upgrade one knockoff pokemon just once, you have to win a roughly 2% chance ten times on the monster point drops. It can take 100s of bosses just to upgrade one monster once. That's not an interesting balance.
What's the point of even playing? Other games have hooks that give you exponential bonuses, multiplicative bonues, etc. The bonuses in this game are either tiny, random or tiny and random.
Can start as mage, but with no spells, making that start useless. I got challenged to a duel so I picked "to the death" because I thought I could outsmart the computer. Nope. He has an axe and I'm barefisted. Kills me easily in two hits.
Game slowly progresses through overblown "victory screens". Finally, I get stuck on some random page with a moon background. Only thing left to do: choose to reload the page or quit the game. Really, that choice isn't even fair.
I'd like to see more stats: time til next research/gold/etc out of the whole, how much I'm actually gaining with each % production increase, production stats for each building. A lot of the math happens behind the scenes, but I'd prefer to know. I like to see numbers go up and I like to understand why the numbers go up. Interesting concept for a game. I bet it'll be great after a few updates or in a second edition.
I'd like a way to examine the rates of change. I want to especially know how fast my crystal growth is growing. (laser engineers vs university scientist production and other engineers)
Another level of business around machinery would be nice.
This game is utterly fantastic, but I have a few suggestions:
1. Set auto-build for traps ;)
2. A way to display structures, jobs, and upgrades so that I can see them all at once. (Smaller click-boxes)
3. An upgrade for personal effectiveness. (Maybe chopping down trees encourages your Trimps to chop harder and faster since you're there to lead them?)
All that said, Trimps is easily the best V 0.06 game I've ever seen. Thank you for making it!
I'm currently taking Macro/Microeconomics. I've got to say this game is a lot more enjoyable. I paid $51 for delivery costs but received $100 for the delivery itself? That's some nice cost benefit :D
Haven't even played the game yet, but I love the "chat" on the loading screen. Having the care to give us an interesting loading screen makes a developer automatically OK in my book. Thank you.
Haha thanks for the input and anecdotes! You made me think that future versions should have trees by the shoreline, and your line gets stuck in those darn things 10% of the time :P