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many improvements over the original but still why not just have the workers spawn in the middle of the station so i dont have to do more work than necessary to get them to the job i want them into or hell why cant i just assign the worker from the work station interface? if you made it so we can assign workers from the station we want them working in you could make it click and drag for map navigation instead of the tiny as hit boxes at the edges of the screen. if you want to keep the scroll boxes at the edges of the screen make a full screen mode so i dont have spend 20 minutes trying to scroll around the map to find what i want to find and access what i need to access. other than those gripes the resource management interface is much more informative than the original and i can actually tell when my workers are happy and when i can and cant move them.
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Dear max9183, if you look close, you see a "Presets"-Tab right next to the production screen for every Factory. This is were you spend your points
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gotta love paying for an upgrade then the day ending so you cant spend the points and gotta wait till you can afford the next upgrade to spend trhe points
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I really like the idea of the game. A few requests:
1) Hotkeys. I would love to be able to have a toggle speed hotkey, and maybe one which cycles through all your stations.
2) Item queuing: when you click to remove one, it always removes the last, rather than the one you click. This can get really tedious.
3) Tab to cycle through your workshops, centering on them?
Well done.
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"Who's the guy in the yellow shirt? I don't remember hiring him."
"Oh, that's Steve. You hired him about three months ago, set him to auto producing fuel, and completely forgot he existed. Now he's produced enough fuel to power every ship in the galaxy until the end of time."
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Cool game. Would give it five stars if not for the interface flaws. Would be nice if I could collapse factory construction menu by just clicking outside of it instead of going for the button.
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When I click to open a new menu, or click on the icon for the current menu, it should close the previous menu. I'm sick of having to search for the 'done' or 'cancel' button, which is seemingly in a different place for every window.
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Good little time management game, but I have some issues with the interface, which I find to be a bit clumsy and unintuitive at times: for example, you cannot directly click on a ship selling something if you have another window open (eg. factory, or something else) which prevents us from haggling to customers if time is sped up.
Another bad bad bad thing is balance. You pay two times building, unless I'm really mistaken : at the end of your day, you pay wages, which is completely normal, but also the building you already paid DURING the working day. Why is it so ?
Otherwise, really neat game, cool retro gaming experience (I love pixel games) and a lot of work.
Can't wait to see updates to this game, or even better, a sequel !
Keep up the good work.
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@Commander M - For the next version, there's a spelling error that pops up in a few places... you keep spelling "lose" and "loses" as "loose" and "looses". Sorry to bring it up, but it's a pet peeve of mine and I started gritting my teeth when I kept seeing it! (I'm sure I saw "avialable" instead of "available" somewhere too...)
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Enjoy the game, minor bug around day 60 or after I expand the station (not sure which) I'll get a not working notification on bottom right. Clicking on it, sends me to the bottom left of screen in space. Checked all my workers and they are working or on break.
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The one million score for normal is too high in my opinion. Its not hard to get but it does take an very long time. It makes the game very boring to have every thing maxed out and have to sit there and knowing its going to take 30 minutes to get the score and all you will be doing is clicking done on the day results screen.
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Your best bet is to hire the cheapest workers. Anything under $130 is a great deal. Never hire workers that are already leveled up. By hiring a cheap worker and letting them level up over time you will end up with a worker that only costs $300-$350 when they reach the highest level.
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loved it! I think it would be improved if you didn't have to hover over the "stock" word each time you want to view the inventory count of your items while on the factory screen.
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You don't have also enough space to place special rooms for lot of workers, because there're just four spaces for those kind of things.
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The idea is truly nice, but some characteristics of the game aren't practical, like the system of trading, assigning workers to the factories, etc. You can make better ;)
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Once you can afford it, get a teaching room, and hire low skilled, low-wage workers and train them up quickly. Then replace everyone with a high salary. So heartless.
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When the alert comes up telling us that someone is not working, can it at least give us a clue as to which worker that is?
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The instructions should be a lot more clearer. It took me about 20 days before I got the hang of this game. It should be that frustrating to learn how to play it.
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Great game mechanics, but the UI drags it down. Worst offender: the report! It breaks me out of everything I am doing. Make it pop up on the left side like "Order" does on the right, or at least wait until I've closed the open dialog. It interrupts the flow awfully. HIt boxes in production menus should be square, don't make me pixel over the exact object; also, hit boxes for people are too small. Let me drop unoccupied people anyplace, and grab anyone anywhere. Some info could be displayed, not hidden. End a dialog when I click outside it. Give me a way to open a production menu directly from the map. Improve this, improve the flow, and it would be great.
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Great game, but moving stuff around is "masochistic." It takes me 10 clicks at times to even be able to drag a worker, because info boxes seem to be over eager to pop up.
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I can't assign the second worker to the software factory. I have the upgrade and hired another worker, but for some reason he just stays there instead of moving to the factory's "office"
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--A nice game overall, but could use some improvement.
--A zoom-out function would be great. Zoom in doesn't work for much in this game.
--An option to auto-skip the end of day screen.
--Tool tips on hover for many things would be nice. Like worker skills.
--Balance reputation a bit. As it is, I was still working on hardware but was getting many customers wanting engines. However you do it, reputation should tend to hover right at or slightly above whatever level we are producing at.
--New hires and workers who leave the teach room/lose there room due to skill resets should automatically go to the middle of the station.
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A few issues:
At level 50 you have 2 skill points that can't be spent.
It is impossible (without sacrificing needed facilities) to fill all of the rooms because of a lack of power.
There is one spare room in the full station. Might be a good idea to let us turn it into a large power generator or something.
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i find it annoying that the ships always want the next thing along, i finally get a ton of each fuel and then they want software so i get software and now they all want hardware and nearly no fuel...i would love a bit of balence.