In response to Viisaria: I believe the Unicorn growth rate is 0.005 per pasture, except for the first pasture which has 0.01 as stated. So assuming the 0.005 is rounded up for the tooltip. This observation could be false, though..
I recommend watching university of california, berkeley economics lectures series on youtube. Might give some new insights on how to further develop the game, given some of the mathematical elements regarding factors production, etc, besides quite a lot of the theory is already involved in the game (:
You can recover from the bug (Of no gate showing up in the final level) by dying and starting the level over. But that's only possible if there are remaining NPCs on the level.
It appears I ran into somekind of a bug, where the game half-froze. I could buy investments, but the ticks had stopped, so I didn't get new knowledge or similar. Then I refreshed the page, and after that the had started from beginning, square 1, also with 0 truth. Obviously I can't export that now :D Well it's ok I guess...^^
Hrm... the autobackup feature is meant to protect people who have this happen to them but... of course... it has to be turned on. People are experiencing this but I am unable to reproduce it. There was one performance optimization that came to mind as a _possible_ cause and I'm taking that out to see if it helps...
Reasonably good game based on a game session of an hour or so. Pathfinding is a nuisance and also affects NPCs. Game is too much about potion spam (It's too useful and effortless, whether or not it's necessary). Replacing potions with new abilities might be a good idea. Abilities don't seem to work always when game gets slow. As a sidenote, started the game with "stein" and put 95% of ability points into vitality. It's pretty easy :D
Steeper cost increase from footprint:land ratio. New resource "Orbits" & "Systems", Metal Moons to have cost in orbits and credits, Dyson Spheres cost in systems.
Speedtower map can be defended with 3 plasmas and 3 teslas, when well placed. Beyond that a couple of random towers may be added somewhere. Finished with ~8000 extra credits.
Perhaps reduce the fontsize in the relations menu (to avoid need for scrolling) and additionally maybe add a toggle checkbox to clear eliminated countries from the list?
The font-size is so large because the game is actually optimised for smartphones. (Get the game here if you have an Android device: https://play.google.com/store/apps/details?id=com.rachor.worldpeace)
I might create specific versions for individual platforms in the future but it's not so high on my priority list right now. The idea with the checkbox is a good one though, I might take a look into it. ;)
Follow up on the budget feature suggestion...
While the budget request in my previous comment would probably involve a lot of work, it might allow developing these subgames more easily. As in provide mechanisms on which you could construct infrastructure management or similar things, but I don't know.
I have zero experience in game development, so please don't take my word for any of this. ^^
I'm actually planning (a big) feature in some future update that might incorporate such mechanics to a certaint extent. We will see how it works out. ^^
In response to the response by the developer with the question "How would you change the rate of years that pass by?" This is very subtle thing about thematics and moods, but basically the game warps forward a thousand years pretty easily, which seems a bit out of place. Personally I'd favor a game which is more slow-paced (Ie. For an example the majority of the game could be contained within 50 or 100 years) but much more intense (As in the conflicts and relationships would be far less random) and would instead involve incremental developments that the player could attempt to modify. Personally I would like a complex and abstract game with indepth strategical decisions to make, but it would require sort of these metagames or subgames across which the player would need to optimize. However these are rather demanding feature requests and I don't think most games provide the kind of abstract quality I'm thinking of.
Yes I might change the time passing by. Originally I thought of the game not as one conflict but as a war simulator "over the years". But lateron I decided to focus on WW3, so it doesn't make much sense that it lasts for hundreds or thousands of years. ^^
Game runs pretty slowly on a somewhat old hardware compared to most games of similar detail.. Might be a good idea to check if something's wasting resources?
Suggestions: Implement income & budget system instead of or aside the influence system. Perhaps adjust the rate of how fast years pass by. Improve relationship system somehow? I dont know. The graphics already seem pretty good, I'm more interested in the logical framework of the game. :D
I'm implementing a talent tree and XP/Level system right now. ^^ I'm not sure if I want to complicate things further by adding a income&budget system. I think for now it's enough that you increase your income with the propaganda skill (and talents still to come).
How would you change the rate of years pass by? Is the game too slow for you?
Thanks for the feedback, really appreaciated :)
Apparently Fall 1971 is bugged.. Parrot has one piece according to walkthrough, but can't get that on my computer one reason or another. I thought I tried everything and had to check, turns out it's a bug..
Export from options should work just fine. Export to dropbox is not working (yet?)