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My only suggestion is that you make it possible to move buildings, so instead of destroying and building a new one, I can just move it to where I want it.
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Something seems off with the food consumption/production: I noticed my food stores getting lower and lower, but according to the mouseover my ~330 citizens were eating around ~290 food daily, and the reported harvest for the previous day was around ~320. During the next day, I watched the mouseover tooltip tick up the 'today so far' number, again hitting ~320 while the number showing the amount of food in storage dropped slowly. To put it simply: The tooltip said citizens eat 290 food and that I produced 320 food, but my food stores still dropped (and I was not building anything, i.e. wasn't using up food for construction.) Either the numbers are incorrect or something else is draining food.
Now my city is stuck in starvation hell, as the unhappy citizens are unable to produce enough food to get even the "food will be instantly eaten" number to go down. Food producers should really be immune to unhappiness penalties.
I'm sorry for this bug, it should now be fixed! Food producers are mostly immume to unhappiness penalties, but not fully - I'll probably change that later!
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this moment when your people are too unhappy because they have not enough food because they work too lasy there because they are unhappy...
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This game is quite addicting, actually. Played it for 5 hours straight. A quick suggestion, though. You should put a building/job linker. For example, you can link specific miner buildings to go to a specific stone teleporter, because for some reason all the miners only go to one stone teleporter. Great game though.
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How many nightclubs do these people need? It's like a 40:1 ratio before they're satisfied! On that note, it would be nice to be able to click on a building and know how many of them there are, maybe highlight the others. It only tells me when I'm upgrading a building and click max. When everything's upgrading, I see know way of knowing.
Also, somehow distinguish insert mode better. I thought I was in standard mode and clicked on a building, and it inserts something new.
One more - the ability to deselect the thing I'm currently adding so I can click on stuff without accidentally adding a building.
Thanks for the suggestions! I'm working on some of these. Make sure you upgrade your nightclubs, that makes a big difference! You can deselect the thing you're adding by right clicking or by clicking on the building again.
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I'd like to see the ability to mass-bulldoze an area. There are some blocks that are pretty poorly laid-out and I'd like to optimize, but it's currently way too much clicking.
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No joke, going beyond the intended 2000 population limit causes the game to lag and start bugging out, be it too many buildings to handle the population causing calculation errors and workers to not reach their working locations. I would like to ask the developer how he estimated roughly correctly that 2000 was the limit of the game and what tricks he did to optimise it.
Yeah, the game may definitively work worse beyond the limit! It was set quite early on as a well reachable target that should be also enough to create an interesting city. After that, I always optimized features so that they at least worked alright on 2000 pop. My testing beyond that is very limited. I'm afraid I don't have the time right now to really go into how I optimized it. I mainly just cache a lot. For example, stone mine keep track of what their nearest rock is. And once one citizen has found a nightclub nearby citizens know they can visit the same one. Maybe I can optimize the game further at some point so that it also works better beyond the limit!
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I have this glitch that the building blocks go invisible and when I place blocks gaps appear in my structure, deleting the things usually just makes more and places not clickable blocks in the same stack
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Breaking News: One of our Residential Towers has reached such heights its amazing nobody thought connecting them ... blocking the direct sky above this tiny Alien Ruin we know everything about already since 40 generations ago.
Is the housing reachable for these people? If it is, you can try reloading your save (and if you still have a problem then: please export your save file (Game Menu > Export) and send it to me; I'll take a look!).
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A destroy option to let you destroy the building you click on would be a great improvement over the current "select building-> click destroy button, click confirm".
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I think the work priority window should show the names of building types, maybe when you hover the mouse over the icon. It can be difficult to remember which is which.
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According to our Captain Amerigo Vespucci, we have somehow managed to not only create... but somehow SURVIVE a paradox by landing here.
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would be cool if we could make support bridges to build ontop of over ground obstacles. A requirment could be that there must be a building on both sides of it.
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Also, if Villa's have their own personal teleporter, why do they need a teleporter/landing pad on their island to move in? I put a villa on it's own island and it never gained population.
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Could you add a feature where we eventually are able to build supports over alien ruins or other ground based objects like trees/stones, and then build structures on top of those supports? That way we can bridge the gaps between our buildings instead of having a giant column of dead unusable space.
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First of all, I really like the game. Spent good 5 hours on it. But the worker assignment is frustrating. First, I cannot hover the buildings to see what they actually do, or even see their name. I have to find the building in other menus, and then assign. When I reduce worker count, I expect the left over workers to evenly distribute among all buildings and not stay at same jobs. I would like to rather set percentage of workers I want to have the job, or something. In current system, there is no reason to disable raising the number above capacity.
Good to hear you like the game and that it kept you playing for so long!
I agree the worker management could be improved. Hovering over the buildings will be in the next update, and I'll look how I can improve on the rest!
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I had some trees set to chop down and dig out, the problem is, everything would shift, but there would still be ghost building at the top of the column. Wouldn't let me build in that space, and some times wouldn't let me build above it either. Other than that, I only request more missions! Love the game. Thank you.
I'm glad you like the game! I'll fix that bug in the next version. And more missions will be coming! You will have to be a bit patient though, making them will take some time. :)
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Hey developer I could use some tips/advice for this game I love this game its better then the sequel but theres a downside to this the citizens grow to fast and now the citizens wont stop growing Im at a endpoint because food is unusable now citizens are unhpapy and do not work
I'm glad you like the game! Citizens still work even if they are very unhappy, so you should be able to build a lot of farms and get enough food! Make sure to give the farms priority so enough people work there. If you build a Medical Clinic, you can also choose to reduce the speed the population grows.
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So uhh... I played for a while now... and im getting pretty good. Maybe you can expand happiness? Or maybe add more scores for leaderboard like "most computer chips collected at once" or " Most buildings ever" can you do that?
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"Your explorers found an alien refrigerator with 12 food in it, and dismantled it for 5 machine parts," they say. What kind of food, and how did it even get powered? I'm a little bit worried for their health now...
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I remember when he made the first one in under 24 hours, the day it was released on cool math games I got right to it. Beautiful game, I am very glad this was continued. Also love the music! 7/5
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After reaching complete Endgame (Villas, etc) I started to follow a colonist from childhood until they passed away. Also, the Sculpture Garden Easter Egg xD. This game is pretty great.
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im not sure how to respond to comments so for the developer that asked me this, i was thinking that ladders could be a addition for wood, as a early game way for transportation, or pulleys, so wood has more uses and a useful one
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I noticed one error with deleting buildings which are hovering between to towers sometimes moves them so they go 'under' the ground which is a bit odd.
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Got to 2000 people and had about 250 children, after some time I now have nearly 370 children which is kind of annoying as they don't produce anything. Doesn't seem to be returning to a lower value is this the equilibrium point?
At the 2000 citizen point, one child is born whenever someone dies. So, you can reduce the number of children a bit if you still have unused options to let your citizens live longer. You can also increase the population limit by the way, if you have a fast computer, by clicking on the number of citizens near the bottom right.
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Hey, I've got a suggestion! On the screen to assign workers, you should have names for the buildings instead of just the pictures. Right next to the picture or maybe when you hover over the picture? I forget which ones are which sometimes.
Yes, good suggestion! Someone else has also suggested something like this a while ago and the tooltips are now in my working version, so they'll be in the next update. :)
Thanks for reporting this; it works for me! What problem do you get exactly? Does the game not load or is there another issue? You may want to try restarting the browser/your computer.
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Great game, but the interface needs improvements to help management. First, add tooltips in the job assignment screen(icons are too similar).
Also add a production report where you can see all your total and net income (requirements would be nice too).
Add some way to find/count all buildings of the same type.
When trying to "upgrade all", calculate necessary resource and give warnings: actually it just upgrades some buildings and there no visual way to tell them (which is also something I'd like to see).
Hmm, I might want to avoid people hating the game because it became ever laggier as their population grew to insane heights just to place on a leaderboard... I'll think about it though!
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Building on "insert" mode, watching ground level all the time. After a while, my tower or apartments/gardens/pubs was reaching other world without a need for a teleporter.
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Whatever you do, make sure you never run out of food when you have over 1,000 people, it will take forever to recover as your production goes from a 2x boost to a 4x reduction meaning you need over 8x more farms to pick things up again.
The food production actually isn't reduced with low happiness if you're out of food, so you need a bit less farms, but yeah it's still a very good idea not to run out!