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A couple quick things, maybe a tooltip for what things do, like for the achievements "get to 1 nm" as a tooltip or sales team is "sells things for you" with the time to sell it with the next sales team member
2. fix the calculations, i mean 10,290 units sold at $0.001 is not $10.1, its $10.3, not sure about the smaller numbers as you dont give exact values (which you should convert to scientific notation) and the absence of significant figures disgusts me, but good game nevertheless
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Normally, given that there's no online save or export option, I'd 1-star this game. However, the concept amuses me enough that I'm rating it a bit higher.
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There is one big problem with this game. You need too much money to reset. Why is it a problem? Because the game lacks of different upgrades, which makes it get 1 quintillion really boring and repetitive. You have automated a lot of the game by the time you reach the 10 billion or even less, which means that after that, you barely click the sell button to get more money and way for the quintillion. Lower the reset cost or just add some other kind of upgrade.
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For now I'm rating games without music or sound effects at 1/5. If you want a good rating, there is no excuse for lazy programming.
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You can reset once you get to 1 quintillion. It pops up automatically. Also hovering over the achievements shows what they are. Took me longer than it should have figure that out haha
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how do you reset? also my acheivements show no information, i think im seeing less than intended, please help because i do like this game
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VanguardM: I don't know if you'll see this comment but the + and - buttons allow you to take some of your workers off duty so the idle timer progresses slower. This is pointless for sales reps but can be handy for dealing with engineers which work and eat your money much faster than scientists (and do progressively less and less actual effective work as the current size approaches the theoretical minimum).
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@vangaurd for salespeople it is pointless. For engineers or scientists you may want to save money but still want it to autoupgrade so you can use those to spend more or less on a certain category.
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It doesnt seem like having more than 60 Salesmen does any worse than having 100, in fact its better to have less it seems, not sure if this is intended or not, but it at least doesn't make any noticeable difference for the better
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Great concept, the visual for size and the theoretical minimum makes this much funner than just a text incremental. I would highly suggest making more exponential features, an automatic buyer buyer (which might increase the cost to balance it a bit), and prestige for your first couple improvements. I'm excited to see you improve your game and look forward to future releases :)
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manager: i know what you are all thinking, how is it possible to make our product smaller, well our scientist have found a new way "use smaller atoms"
employees: ...
manager: now having done this a few hundred times in a lab we finally learned how to use hydrogen as the main component in our product!
employees: ...
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I think it'd be cool to add in a "scale" comparison, so we can imagine what we're shipping, size-wise. Something like the "scale of the universe"
http://scaleofuniverse.com/
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If the wrench is literally smaller than the theoretical size, and you are TOUCHING it, then shouldn't you be able to know there is a theoretical size smaller? This person is quite dumb when it comes to common sense.
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WHAT? This game doesn't make any sense! If you can clearly see 1cm marks on a ruler, and even the lines smaller than that, shouldn't you be able to know that there is a theoretical size smaller than that?
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Finally found the reset button after 6 hours of being bored and slowly waiting for money to accumulate so I can actually upgrade, at 1 Quadrillion a shipment, now to wait to get to 1 Quintilian so I can click it.
If I didn't have multiple monitors and legitimately nothing else to do I would most likely have closed the game by now.
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I think the closer your theoretical minimum and actual size are, the more effect has researching the minimum, and less effect has lowering the size.
I really like that, it adds a lot of strategy!
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At some point the units get so small that the game only tells you you're shipping out "billions and billions of units" in a cubed meter shipment. Anyone who's played Incrementals is used to units like Vigintillions or scientific notation, please don't simplify the numbers. The game should also display the money made per shipment.
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So the point of the game is to ship out round products in a 1m cubed container. When you "whack it", you can make the size of the product smaller, with the changes being smaller as you approaches the theoretical minimum. Each time you ship, you shall cram as much of the product as you can in the 1m cubed container, which would mean smaller products means more products you can ship at once. Invest in science later by buying a book, and you will be able to decrease the theoretical minimum, thereby allowing you to whack the object smaller.
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I definitely think that this could go places. It's an amazing start, in my opinion, but does need a little more content. Keep up the great work!