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This game causes severe lag, not in any way helped by the idle days feature, which causes the lag to build up more and more, until the clock is actually increasing faster than decreasing, ultimately leading my browser to shut off. Instead of forcing me to click the Just let me Play! button (which just means more commands > more lag), maybe you could just go on ahead and add these to my fast-forward years, or give me an option to disable them. It's nearly impossible to play, and writing this comment has been a struggle, even with the game on pause because of this lag.
Hi! Sorry for slowing down, it's not expected. The scenario you describe occurs when your system is not able to run the game fast enough (could be because of a bug in the game, or other stuff running at the same time, ...). In any case, it should behave more graceful in such scenarios.
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On the bottom of the left sidebar, clicking # of Boosts ready takes you to the boosts menu and clicking on current Job Title/Level takes you to the Jobs menu, but clicking on current Research/Level does not take you to the Lab tab. It would be handy if it did.
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I think you should make more money when you get a promotion than the job before it at the level required to attain that promotion. It makes no sense that you'd lose money for doing a job that has a higher pay grade.
Completely agree that it is unrealistic, and it does slightly annoy me. However, making it realistic would either upset balance -- income increases too fast -- or make leveling up a job very unrewarding (very little pay increase while having the same job). So I haven't found a better solution.
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Recommendation: A way to use money. For example I have $2mil and it's just growing with no way to spend it. Maybe some type of very small boosts?
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I think there is a bug with the cleaner, aka it only applies when you buy it, if you change house, it nolonger apploes
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I unlocked the "level 10 CEO before age 40" achievement at age 44. I did become the CEO at age 36 though so that might have effected it.
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Where do I sign up to be a full-time servant for $1,000 a day? Because dude... how many lifetimes does it take to make that kind of money?
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I am enjoying the game thus far. Something I would add is a way to make the days and years more faster when you use the years and days you gained up offline. The rate sped up is not really faster, and you can be waiting 5-10 minutes for that progress to finish after a night of offline progress.
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The achievement for getting level 10 CEO before age 40 is bugged. I got the achievement even though I was level 41 when I got to level 10.
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also a drag and drop feature would be useful for the research queue if we want to add anything in the middle of the queue...nice game tho!
Thanks! I actually spent about a day trying to get drag-n-drop to work properly across browsers, then frustrated deleted all of it. It would be really useful though, might give it another go when I leveled my webdev skills a bit more.
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This game is rather broken in a few bad ways and the two that stand out are the happiness gained from expense ratio and the happiness gained from Home. The first being I would not be happier losing $13 than I would gaining $13 everyday, it's not incentive to have the happiness decrease just because I'm making more money which happens as you stay with a job. I'm losing happiness as I'm being promoted. The other point is that happiness from Homes start at some point but periodically housing loses .15. A decrease in evaluation for every housing which makes no sense as that would never happen in real life. But this has the side effect that with Energy being the final decider in everything the best action is to just live in your parents basement and put the money into the food
Tl:dr don't waste money on Home the game makes it worthless anyway put the time and money into food. And it's rather stupid that I'm less happy that I'm making more money.
Thanks for your feedback. I actually think both of what you described is realistic (although you possibly misunderstood how exactly the housing mechanic works). As people get older, their expected standard of living tends to rise, which is simulated by the housing system. Low level homes become less attractive as you age. The mansion always gives max happiness for home. The other thing is that peoples spending tends to expand with their income (key term is 'marginal propensity to consume'). As in real life, there are trade-offs between saving money and quality of life.
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I pushed an update today to hopefully solve the problem of not gaining Tachyons after a few groundhogs. I can't really test this locally, so if you are still affected, please send me a PM so I know if it still happens! (P.S.: reloading might also help sometimes when you had connection issues)
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Okay, there needs to be a warning when you activate loop trap. It is a *SOFT RESET*. This is not explained and I lost so much progress for a crappy loop trap activation. No way to go back either.
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I don't receive tachyons after first five groundhogging. I have only 570 tachyons after 12 groundhogs. Is there a way to get more other than buying them?
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First, I really like the concept. Second, I really like the realism of the income curves and how much a boost actually helps. Nice job!
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This game seems like it has a lot of potential but it needs to work on a few things. 1) Tachyons shouldnt just give automation but also provide boosts to stats 2) More Job options in the beginning would be nice too 3) An explanation for how base xp/hr is calculated so that we dont have to fiddle to find the best xp/hr schedule
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A possible use of money. OWN THE WORLD. Like basically buy everything and everyone in the world and through the power of money, unify the worth and create the One World Order or OWO (Text Faces are best) and get bonuses to everything as you collect more and more factions and parts of the world, hell that idea could be an idle game on its own right.... Dev, I like you and this game way too much, pocket that idea for someday?
My dream version of the game includes a mid-game where you basically unify humanity against the threat, to ultimately strike back, that sounds similar. Long term dream though.
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-What is your experience for this job, sir?
-Well, I flipped burgers for like 3 lives.
-Sorry, sir, then you are overqualified, We can not hire you.
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Energy 0 , Health 0.3 .. haven't slept for 50 years .. i work 25 hours a day.. Happiness 0... WHATTTTT?!! ARE YOU KIDDING ME ? I'M RICH M*** F*** AND I ASCENDED TO THE POINT WHERE I DON'T HAVE TO SLEEP ANYMORE !!
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Tachyon system seems pointless and achievements seem like a wasted aspect, Why not add lots of achievements that give small bonus to job/lab speed or multiplier or anything tbh.
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I think the time management is wrong if 8 hour work + 8 hour sleep = 16. then adding 1 hour to research only makes it 17h/24h. why don't i have free time?
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I think, you should increase the speed of offline progress, x2 is too slow, it should be about x5 at least. You can be offline for a long time and then have 100+ years of offline time, but x2 is too slow to waste it.
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I love the concept but the quality of life on the game play needs a lot of work. I really want to be able to do more with my Tachyons. The current upgrades feel like they should be relatively cheap and that I should be able to do something like buy start out money/skills, reduced costs, speed bonuses etc. The auto boost doesn't seem to work correctly (mine always waits for the Conference to be up regardless of whether I click the option for that or not). I'd really like some transparency on how new lives become easier. How much easier? Can I influence how much easier? What are the factors involved? Is it just a flat amount?
At the moment this really feels like it's lacking a way to meaningfully increase my efficiency and make the game less attention intensive as I play so there aren't enough incentives to keep playing.
Thanks for your feedback! Some good ideas for the market. The Autoboost should wait until unlocked boosts (possibly except conference) are available, then use them at once, to exploit stacking effects. If you can confirm different behaviour, that's a bug. It's not supposed to fire each boost immediately when it's ready. As for bonus when starting a new life, there's some info in Journal -> History. You progress faster in each skill/job depending on your max level in that job in previous lives. E.g., level 10 Burger Flipper in first life -> double Burger Flipper progress in next life, level 20 -> triple speed, etc
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Great game so far. Only complaint is that I seem to be stuck at 892 tachyon. This is after a few times of trying to start a new life to get more.
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Expense modifier is insanely annoying. You get punished for making too much money. You get punished for making too little money. You get punished for running a deficit even if you have millions banked. Just limits your options unnecessarily if you're trying to play efficiently.