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I feel the scrolling action is far too sensitive. I keep accidentally scrolling when I'm just trying to click buttons.
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It seems like if you reach multiple discovery point tiers at the same time it eliminates points from lower tiers, i.e if you upgrade from level 0 to 25, you'll miss out on the bonus for Level 10. This is quite frustrating.
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A few things caught my attention.
Horseback Riding and Chariots should probably switch places, as they might have been historically.
Currency and Trading should swap places as well, as trading have existed in some form long before any currencies were made.
These are just suggestions though.
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Understanding the boost didn't translate well with me at all. I wound up not even putting boost on roughly 50% of the cells when I finished unlocking everything. The multiple paths for some unlocks should require both to unlock I think. It feels right. As it is, I only went back and unlocked the other paths once I had everything else. I really didn't feel any "chain" effect either. At one point I tried alternating time boost and production boost along a chain but there was no noticable feedback of any kind. Nothing visual or sensory to show it did anything other than a 5% displayed. It was underwhelming. Also, moving with the mouse button caused me to accidentally buy a boost upgrade. The only one purchased due to the disconnect with their function as it were. A right click to move would benefit here. Hopefully this comes off as constructive criticism because its not bad overall.
Hey - thanks for that! Indeed, constructive criticism well received. I'm actually done completely revising the boost system for the 0.7 release, which should be coming out tonight or tomorrow. Among other things, it will make boosts drag-and-droppable onto individual connecting lines, rather than researches, hopefully making the whole thing a lot more intuitive than it is now. I'm also tweaking UI feedback - I absolutely agree with you that it's really rough around the edges in that department, and it'll see more work once I'm done hammering out the underlying game mechanics. Thanks for taking the time to comment!
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Research boosts do not affect all subsequent researches... Even though it plainly says it does in the instructions page. Umm, I think I reset my progress for nothing :/
The description is out of date - sorry for the inconvenience. Earlier today, I finished overhauling the boost system in the 0.7 release, which should be released this afternoon.
I'm inclined to agree! I have redesigned menus a little bit for clarity in 0.7, so I hope you take the time to check it out when it releases later today.
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When you unlock a new tech, it says it is level 0 even though it is actually level 1.
Cost reduction boost doesn't seem to propagate up the chain the way income boost does. I can't tell on speed boost.
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... and there is no Tech Level 1 ... there is Tech Lv 0 and just right after Tech Lv 2 ... O_o? ... THAT IS EVEN MORE HELL OF A MATHEMATICS AND ENGINEERING
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so i have Tech at Level 0, i make upgrade x10 levels, and now there is level 11 ... O_o? ... 0+10=11 ... THAT IS HELL OF A MATHEMATICS AND TECHNOLOGY
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The current implementation of boosts doesn't apply to connected nodes. Boosts neither propogate upwards nor downwards, and only apply to the selected node. Tested against cost reduction and resource boosting bonuses, as those are easier to put hard numbers to. Interesting concept, the execution needs a bit of polish still.
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i liked the old way boost were being applied, this way it is now to set a boost for each one takes too much effort. The old way where they would chain and combine to create even better production was a much nicer feature
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I think if you select MAX on one tech and then move to another tech, the MAX amount doesn't get recalculated. That needs to be fixed.
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thanks for the multiply buttons & also the max button works in a very strange way (once it jumped from 62 to 125 another time from 1 to 51)
Thank you for suggesting - it's something I'm actively looking into, but I'd have to see how it would fit with the longer-term plans for game balance and what role earlier research nodes should play in the late game, if at all.
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I love the "max" upgrade function to go the next level up. But there is a possible bug in there.. When I am at level 20, and select max, it adds 25 levels instead of 5.. As if it does not take the current level into account..
otherwise great start of the game.. and I really like where it is going..
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I think I found a bug; if you buy enough levels of a research to get two tier upgrades (i.e., at level 1 and you buy 25 levels, getting both the 10- and 25-level tiers), you only get the highest tier reward; anything below doesn't trigger.
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Something's wrong with the buying. Sometimes I buy 1 and I get 2, sometimes I buy MAX to get the next upgrade but it goes to 49 or 51
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bug: amount to buy with max is calculated when you press the button, and doesnt recalculate when you swap nodes. what you can do it press max on a lvl 100 node, then move to a lvl 75 node and buy 50 levels (should be 25 because thats how far next milestone is)
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Would be great if your save remembered the selected buy multiplier. Having to set everything to MAX every time you load the game is quite bothersome. Alternatively, you could have a single setting that applies to all; not a huge deal to have to switch on different techs, especially since 99% of players will leave it on MAX 99% of the time anyway.
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Not sure what happened, but after I refreshed the game to get the latest update, the boosts stopped working. Switching boosts back and forth doesn't do anything, or at least doesn't affect the res/s figures of connected techs as it should.
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@pacM You can delete your comments by going to your profile and clicking "Comments". I'll delete this one once you delete yours. :)
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Boosts should still stack through the various chains. I preferred seeing how my early boosts mattered to later trees. Currently, they don't, and are therefore of little to no value once you progress far enough.
Making it run in the background might not be feasible, but I will definitely look for a way to award offline income for time periods spent in background.
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The total boost effect we got from previous stat display was a quite good thing to have, find a way to add it back, maybe ?
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Similarly, after unlocking everything on the map right now, I see no visual boost indicators between Math/Engineering, Currency/Trading, and Exploration/Trading
Thank you for flagging! You need to manually assign the boost from the research node - it is not enabled by default. I agree it's not ideal, and something I'll be looking to change in the coming releases.
I changed the boosts so that they only boost adjacent nodes, not the nodes along the entire tree. You can see the boost effect they provide on the actual link between the two nodes :)
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Please add an option to import/export save data, or a feature to disable autosaving and save/load manually, would really help with testing things
Exporting/importing save data would be somewhat difficult, but I can definitely look into, at the very least, disabling auto-saving and letting you save manually. Thanks for making all the effort to test the game!
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Whenever the page is refreshed, Pottery and irrigation seem to deselect their boosts.
The weird thing it's only pottery and irrigation, the other nodes keep their boosts selected
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boosts only seem to affect the nodes that come AFTER the boosting node, not the nodes under that one. is that intentional?
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BUG - After performing a hard reset, the nodes (atleast early ones) incorrectly display the node level until you level them up once, ie. after i hard reset the fire node was showing as a lvl 150 (although it wasn't producing that amount of research) until i leveled it once, now it shows as a lvl 2
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Oh I see, thanks for letting me know. Also do you plan on adding prestiging eventually? And if so, how long do you estimate it'll be till it's added. Thanks!
I will definitely add prestiging at some point, but it's hard to estimate when (probably a week or two, depending on how development progresses). I'm still fleshing out the core features to make the existing gameplay as fun as possible :)
Quite substantially (by a factor of 3, I think), though, just to be clear, doing a hard reset basically resets you to 0 of everything. I added it because a lot of players - rightly - pointed out that they wanted the option of a clean slate whenever a significant balance-altering patch was deployed.