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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.
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Liked it but I have to second the opinion about power - at the end there's not enough to run the last station even if you optimize for power savings and only run a couple of things on turbo. the teaching station was basically worthless because you could just level employees up by having them work (it might have been useful at the end to optimize but you can't afford to give up a generator or rest station for it)
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Is there a way I can assign unassigned upgrade points after closing the upgrade screen on a building? If not, then it means if the window closes at the end of the day before I've assigned the upgrade points for the maximum level, I can never assign those upgrade points. This is a bad thing.
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The fact that you cannot pop open another control screen while one is active is really annoying when you need to rapidly click on an incoming order/ship...
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The store flickers a few times when first brought up (probably from the update thing), not being to see special orders before saying yes or no and moving the employees is incredibly annoying and ineffective. This game has a lot of potential and is still quite fun but you might have wanted to play test it some more before release.
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Could there be an "are you sure?" of some kind when you fire workers? I just fired my most experienced guy trying to close his window.
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It won't let me assign a second worker to one of my upgraded factories even though it says Max 2 workers. Is this a bug or am I doing something wrong?
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Quoting CrazyCarey: "This could be a good game but I feel you need to play some theme hospital a bit for some helpful but necessary ideas. Like having a worker take over a production station when one is free, otherwise it seems pointless in cross training work unless you really want to micro mange them." Agreed completely. Play some Theme Hospital
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Buying upgrades from docking ships is kind of clunky. Being able to access the buying interface without clicking on each individual ship would improve it.
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Something that would help locating the workers, use a specific color for each room, each factory, each facility etc, and display that color on the back of the worker's card in the worker/hire screen
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i like the game but one thing you shoud add is progress bars so that you can see how much your people are trained without having to go to the hire tab
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This could be a good game but I feel you need to play some theme hospital a bit for some helpful but necessary ideas. Like having a worker take over a production station when one is free, otherwise it seems pointless in cross training work unless you really want to micro mange them.
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I just finished the normal mode, nice game, but accepting orders is boring, an auto accept order button sould be added.
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There is a bug where you sometimes cannot expand the station or upgrade some recreational facilities. It can be fixed by refreshing the page on the browser.