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The game is alright, but at start so many buttons and some kind of currencies. Some kind of tutorial or unlocking features would be nice.
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The update made the font hard to read and zooming doesn't scale it.
Regarding the units again. They are all really strange. First the base unit denotes orders of magnitude, ie yottabyte is 10^24 bytes so 1K YB is 10^27, but it is really just 10^3 what happens when we get to septillion and we have 10^24 10^24 bytes.
Why doesn't credits, notes, bytes, ect. work without trying to make them sound futuristic?
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I enjoy this game, the start though is very tough to stay with it. It's not usually a norm in most idle games to start with a wall to break through, especially a wall that's lasting hrs. I would suggest a multiplier after "x" many bought. This would help with the initial speed and give me another objective to be working toward.
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The games snail pace start might turn off a lot of new players, the game only start to make sense once you spend at least several hours into it. The new tooltips are also great.
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@bpro the stages to a planet are: known (you have knowledge of it), occupied (you have sufficient force and are subjugating them), connected (along with force you also have sufficient trade to do trading with), included (along with force and trade you have sufficient culture and they are assimilated into your empire)
That's really close. Culture cuts through trade and force concerns. I've gone back and forth on whether that's right, though, but my intent wast o balance the extreme drop-off of culture.
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the new WebGL version seems to come with serious performance issues. it's seriously impacting the browser's performance.
At least, it does on FF
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I'm still a bit confused about how much force is required to move a system from connected to included - could there be some visual representation of the systems distance and the waning effects of the three relevant factors with a clearer indication of what is required for the next stage?
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Definitely a great game in the making! I've only been playing an hour and it seems a little slow to start off with. But once you get going it's not snail speed anymore. Maybe a little quicker at the beginning? An increase in starting capital might get that first "building" bought?
I can't seem to get the game to export the save stuff either. Bit of a shame as my power is flakier than the WebGL! But I find this interesting enough that a total restart won't drive me away. There looks to be a great deal of depth to this game and I love that!
I find all the writing and sizing too small, but easy fixed, just increased the zoom a bunch to make it easy enough for me to read/see what I'm doing.
Please keep up with this game (and your day job, ISPs and Electricity companies like getting paid! and you probably should eat once in a while.) it looks like it's going to be extremely addictive. :D
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please make a buy+ button wher you can buy a thing with all the requestet units too.
So buy + For Loacgroupe trade alliance is : 1 local groupe trade alliance + 3 intergalactic consortiums + 9 galaxy fancise + 27 Protofiolis + .... + .... / and so on so you choud buy big things without first looking what reqiements are not forfilled
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Bigger version was better IMO.
BTW can you provide formulas how:
- culture is calculated based on Identity, Joy and Wealth
- same for Thread.
Thx.
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i did prefere the big version (guess im getting too old and my eyes have issue reading :P) and even if i zoom, the ratio font vs width isnt the same so harder to read than the previous version.
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I feel the speed of the idle in the first few hours is kinda detrimental to longevity of people getting into the game, I love the concept and overall its great just a few adjustments to early game scaling and you can make the game feel more responsive to keep players interested.
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in the intro screen under the firstborn section it says a wealth multiplier will be associated with with this achievement you put an extra with
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Alright. The science is in. The size of everything needs to be stepped down a notch or two. Since I have a day job, I can't make any promises about how long it will be. I'm probably going to redo the summary screen fairly soon to figure out what's the right size and then target everything around that new size.
Yeah. You probably need more force to protect the trade from piracy. There's a clue about that in the tool tips on the summary page but I obviously need to do something more clear.
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I wonder if devs ever realize some people on kong use laptops. I would understand if a 11" - 15" screen is considered "small" but im using a 17" laptop (which is one of the biggest laptops in market) and i can barely fit the game in my screen (I only have tool bar, tabs and URL. I dont use any additional bar in my browser that could be taking space). So yeah, unless someone have a 19" or gaming laptop (they usually have higher resolutions) they are going to have a hard time trying to play this game.
You mean scientific infrastructure should be cheaper or do you mean that things should cost less science. Either way, I would have to make it less powerful. I suppose I could have an early-acquire, low-power field of study... What do you think of that?
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When are game creators gonna start making their games in opengl or something other then unity....I tried different browsers but they all suck so bad compared to chrome.
You're not the first to complain about that. For video games, your technology choices are limited and they all suck. Unity sucks least but it can export to HTML5... I'm reticent to do that because I worry about the stability of anything exported to so unstable a platform.
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Sooo... early game. Its too slow. As there is no way to actually speed up the currency per second you're just waiting. The forced growth of lower tier currency is a bad idea. Its so damned slow. And all that wasted time and extra unnecessary expenditures make it nearly unplayable for me. Finally having a second attribute to level, vision, which takes also too long to gain any sort of return makes it all the worse.
Remove the multiplier for next level currencies. Artificially slowing down the pace, and making it more difficult in an idle game is the equivalent of an escort mission. There is no joy in it. Remove the multiplier need, or add an active component to make the early game more bearable.
My worry has been the game not taking long enough to go through, rather than too long. I'll do the same thing with pace I'm doing with text size now to get a good read on the situation.
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On the topic of sizing: please send me your feelings about whether things are too big, too small, or just right. To limit noise, please PM me.
Actually... I have a better way to do this: I'll add three comments. (1) Things need to be bigger, (2) Things are the right size, (3) Things need to be smaller. Up- and down-vote as you see fit to tell me which way I should go. Thanks.
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Serious advice, because I'm loving this game... these distance penalties are absolutely brutal. Absolutely brutal. Going to the second system, I'm losing 37% of my force, 60%+ trade and around 75% culture. Just on the 0.746 distance. It's insane.
I mean, taking over system one bought me a nice boost to income, but it's not that nice.
First of all, thank you for saying you love the game. Secondly, I welcome all balancing advice. I'm pretty stuck on the 1/d, 1/d^2, and 1/d^3 shapes - you'll find that's what keeps all three of the strengths useful (the outliers will always need to be occupied). I'm also pretty happy with the exponential growth of systems - that's what keeps you from just crushing everything in sight once you unlock some scientific fields. I could consider moving the systems closer together so that the initial drop-off is not so brutal, though. I've also thought of adding "minor" systems - ones that don't consume as much observation but also aren't nearly as difficult to occupy. I'd like to hear your thoughts on those and any other alternatives.
It just looks like it doesn't work because I whipped it out so quickly. Click export, click on the field, click Ctrl+A, copy. Paste it somewhere safe. Tonight, I'll make it pretty and usable but the immediate need was for someone who lost their game. **EDIT**: Let me know if these instructions don't work, please.
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If this game used an updated version of Unity that lets me play it on Chrome, that would be great. Firefox on my computer doesn't seem to like Kongregate games.
I can try exporting it to HTML5 but my trust level is low and I haven't been testing it. Still, if it's what works for some users, then it's what works.
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Game often stuck (sometimes within minute), you can't change menu (summary, invest, systems ...), all you can see is "hover mouse over MSG" but clicks don't react.
I sympathize and there is at least one other person experiencing this but I can't wrap my brain around how to diagnose it without more data or flying to where your computer is or something. Any chance you could capture a video or animated gif of the issue?
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It's always enjoyable when these games round unit amounts for you. Saves me the trouble of going through the different purchase options to get those nice zeroes at the end.
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The rounding stuff is nice, but i would like it to be optional because i want to see if i buy 1000 of itemA would cost less of buy 1 of ItemD. but since i have 800 of item 1, if i click x1k it will only give the price of 200 itemA and not 1000. Do you thnk we could press Shift, Ctrl or what ever key to "disable' the rounding and release the key to enable it back ?
You're totally right, gotoxy. It's your classic developer building to his own preferences. This improvement will get fixed at some point after I'm done with my day job for the day. :)
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yup i must had been at 9 from 10 or something like that. and that would explain why i bougth 10 once and my number magically went a multiplicative of 10. Well i do love when it does stack increment like that. Would like to be warned tho, that they do that. thx again for fast reply.
Yeah. I put it in partially because I intend to start adding network effects at certain round thresholds but, like I said, you're totally right that it should be an option.
I thought about that. I'm not sure whether or not it adds flavor. My particular nature wants to fight not having units but I used the "standard units." I suppose if I came up with unit names for each, the standard part might be implied...
There is *supposed* to be an auto save but it didn't work in your case. Email us your the stats you lost (games@hexsw.com) and I'll try to you an export as soon as possible with a little bump for the trouble.
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I am confused, at what point does trade affect wealth / and how many resourced are needed to connect/occupy/include another system?
Trade drops off over distance. Your distance-adjusted trade has to be higher than the target system's trade in order to make that system Connected. To prevent piracy, you also need more military than the target system's trade.
Occupation requires that your distance-adjusted force be greater than the system's local force.
Inclusion requires that your distance-adjusted culture be greater than theirs.
Good point. We'll try to get one together. The challenge is that not everything is unlocked right at the beginning. Maybe a series of tutorials or an "adviser" that periodically gives you information about the next thing... what do you think about that?
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Folks, this game is in its early days. Please send us your suggestions either by emailing games@hexsw.com or by posting them in this thread.