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I have an Idea (I think it is very good): A variable that shows the money im earning or losing (It can be very handy), for example: I have 10 Engineers, but i dont know if i'm losing money with those Engineers or that i am gaining money with them, so i can turn some of them off with the plus and minus button. This could be inpemented at the top of the screen (next to the Money Variabale), And say as example: "$-28602" or "$+82733"
Thanks already if you are going to inplement this.
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Never mind Just realized how it works. for those who panic like me, you get more units, but they sell at a slightly smaller price
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So, I reloaded the game to see if there was an update and it loaded a savegame of about 24h ago. Add to that there is no save button. This is going to cost you a lot of rating
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Is there any benefit to having the engineers and researchers function instead of manually hitting the button? Are they any more efficient?
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A number who says the money im earning/losing would be really handy, for example: I have 10 Engineers, i dont know if i'm losing money or not, so i can turn some of them off. This could be inpemented Right at the Top, And say as example: $-28602 or $+82733
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I would like if there was a number to show how much I'm earning per second; it would make it easier to tell if I'm losing money.
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where's the button that lets me erase my save file?
Or any sort of controls beyond all the automated actions of selling thing, making thing smaller, and making thing possible to be even smaller?
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Wow, this is one expansive game for making something so small! I also see that we have some play-on-words and jokes and such, but they're good anyways, so I wonder what else you're gonna do for more additives.
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The real question is, how can you make products that are smaller than atoms that contain atoms? What are these products shipping too? Why are they shipping it? What are they even shipping? All of these questions, too little awnsers.
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I really like this idea. I feel like this could be a special incremental game if the developer puts some time and love into the project.
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I just want to say this was amusing, and creative, but it only took me about a day and a half to get all 84 achievements. I do have one idea for an 85th: "Sonny Tark" Complete one full reset without buying any idlers.
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Not a complete game, more like a demo. The dev should complete going and make this a complete game with more features.
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There's some problem with the save system here. Every time I log out, when I return, I'm always at the 1sextillion reset. I can't progress in the game
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i dont see explanations when i hover above the achivements, on-off and deciding how many working on sales is unnecessary,maybe adding a feature that let us change diameter parameter under the plate to see how much we come. maybe can buy more ships? increase capacity?
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Seeing how much money you're making per second and how much the scientists and engineers are spending per second would be handy for balancing research and miniaturization.
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I like the way this game is made, to go further you upgrade your money income at same time of upgrading your way to the cercle. also funny the first way to upgrade of reading a book and second way actualy reading the book lol
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LeeB65 I don't think that is off balance but intendet to make you actually think about what is efficient and what is not.
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I'd love to be able to cell different shapes like squares or triangles, and to be able to sell them in bigger shipping containers!
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Looks like balance is off. Crank up your scientists and you will gain drastic boost in engineering as it appears to scale compared to the theoretical minimum. The faster your TM increases, the more each tick of minimization (Engineers) cuts away at the current size.
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Obviously I'm selling integrated circuits. A 10m^2 shipping container of the latest chips from Intel could be worth well north of a billion dollars. As stellar physicist Richard Feynman said: "There's plenty of room at the bottom" - this was a farsighted speech he gave in 1959. Nobody believed him at the time but the paper was rediscovered in the 1990s and inspired nanotechnology. Look it up on Wikipedia for more info.
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Having a lot of engineers is a trap. To avoid ineffective spending of money it is better to have eight to eleven researchers per engeneer so actual size always can be about 175% of theoretical minimum.