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*Closes the game for a minute or two
*Logs back in
"You were gone for 17 hours and have been awarded bonus time"
Um... ok I'll take it
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There is a bug, if you buy speed in the shop or assign more employees, the speed on the generation of ideas/programming etc is not updated until you manually switch what you are doing.
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This game is way too unforgiving as far as saving goes! I accidentally clicked holiday, and it instantly saved. I tried to refresh, but it didn't change anything. On a similar note, the butcher tooltip is not clear. It never specifies that you will never be able to buy that type of employee again! Which really sucks because having 700 employees on a task will more than double your gains for it. And I similar thing no undo save happened when I clicked the butcher button, meaning my long term run has taken two blows due to autosave. -_-
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Suggestion: If you set up to debug, and run OUT of bugs (A miracle in itself...) then it should switch to thinking or something. Otherwise, the whole point of an 'idle' game is kind of shot because it is supposed to be doin' things while it's idling and you're not there. Having it NOT do that...
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Pressing "S" while paused lets you go one tick forward, but time technically doesn't pass according to contracts, so you can make a game really good before releasing it to start a contract by mashing S.
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This game feels really messy and I am certain that easing a player into each of the mechanics is a lot better than just throwing a bunch of features at them and saying "oh, and don't forget to buy the microtransactions while you're figuring out how my game works!"
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Wow, whatever you do, DO NOT INVEST IN FANS! They pretty much kill your ability to earn money because their quality expectations get ridiculously high very quickly and all your games lose their retention. I've got 100m fans and my best game has 5k active players 1 year after release, and my new game still doesn't meet the minimum quality
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Retention stats are really confusing, especially as they're so important for making money with a game. My max retention is nearly 100%, but each new game getting anywhere near there is harder. It's also not clear why
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An idle game that is actually well thought out and is different enough to stand out from the croud! Kudos! I like the unfolding of new mechanics, but the pacing for unlocking them could be a little faster for me.
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The "Quality multiplier" is a double-edged sword: sure, it can help you reach the Fan Expectations sooner, but it will also make your fans expect a higher quality, eventually leaving everyone with nothing but "Disappointment".
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I've been playing for about 12 hours now and will say it's an alright game. My complaint is the speed. Things go really well for a while then kind of suddenly hit a brick wall. Then you turn to contracts only to see that some have extremely/impossibly high requirements for where you're at in the game. I will echo the sentiment of some others and say that the game does kind of seem to be based around pay to progress.
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This game makes it fun to maximize player engagement and encourage recurrent user spending as an ongoing effort to leverage whales and improve conversion rates, thus turning players into payers. I'm not very far yet, but I hope soon I can add surprise mechanics that are just cosmetic to provide the maximum player choice, and then partner with some influencers to generate SEO juice.
But right now I need a shower.
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I hate buttons that keep pulsing or flashing when I don't want them to.
I really don't want the Upgrades button going OOH CLICK ME when I can't afford anything in the relevant section.