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Possibly allow for a selector key instead of right click. Using Firefox and I get normal right click menu + games right click menu
Can you tell us how exactly does it fail? Ads implementation is pretty simple, so we don't think there is a problem on our side, most probably it's some kongregate problem as they provide those ads. Does it happen in the other games as well?
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I really liked this game, except for the rather large amount of clicks required to upgrade stuff near the end of the game. How about some x10 etc switches?
If you hold left mouse button on any upgrade button, an upgrade sub-menu will be shown, where you can choose to buy using 1% of cash, 10% of cash or max (x10/100 isn't as useful, we feel that buying using percentage of cash is more convenient). We've redesigned UI a little and in the next build there should be "normal" upgrade amount buttons (and ability to sell upgrades).
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Petroleum is lovely. I can imagine there being such a crazy surplus that my stores are basically basking in it. Makes for a lovely picture in my mind x'D
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are dev still working on the project ? im not done yet with this version but from what ive read the game should be i really would like to play it one day. So is there any ETA ?
We're actively working to add more features and make the game deeper, add more strategy and make this even more fun! We're planning for the 2nd town + some more features and fixes released next week (but depends on balancing as some new features require full re-balancing of previous game, so it's hard to project time correctly). New cool ideas come up all the time, and chatting/communicating with players has helped a lot with good ideas. So if anyone has ideas, feel free to tell us and it could end up in the game!
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Once you struggle bus through selling your first apple pie it should get easier to upgrade some things and make it faster. I went from 9% or so efficiency before my first pie up to 60% before I made my second. It's slow, like multiple hours slow, but it does get accomplished.
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Dunno if its just me, but are the reqs for Apple Pie a bit off? When I purchased my first one for 10 Nn, seeing its requirements, I sold all my buildings, had it and 24x apples, apples upgraded till the cost is 6.821 Nn and 6.691 Nn. Even that only gave me 49% effectiveness on apples. Its other resources needs have a similar dilemma (Requiring 20+++ despite being "maxed for this stage of finances") except for Natural Gas.
This is intended and will happen more with the later resources. Even with very low effectiveness, apple pie is still more profitable (per second) than natural gas. But yeah, it takes awhile before you even produce your first pie, so it's wise to keep producing natural gas for some time to make apple pie with higher effectiveness initially. You can take some shortcuts with a more active gameplay (pre-producing resources) or just wait a bit for the first pie (which should still take less than 1 day).
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You can call it reward and change the little picture below it to a treasure chest. That'll prob get the attention it needs. I know I like clicking chests! C: If you still think it needs even more pull, give it a small animated background (simple rotating rays is more than enough)
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By end game, 1% as a price limiter for upgrades is insufficient a limitation- 0.1% or 0.01% for catching up older materials would be very handy. On the other side of things, 10% limiter is near indistinguishable from buy all- if there's any difference it usually is one upgrade.
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Arrows are confusing, having them both pointing in the same direction (as another has said) is not helpful. Also, kill the border on them... the black border has more "color" than they do, which only makes them look that much tinier.
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Dangit, I was playing this in Chrome on Mac OS X and now it's telling me I need to use Firefox. It won't load at all as a result. Can I recover my save?
We have received your message but can't reply you back due to your privacy status. Can you tell us the way to contact you as we can't use pms to reach you? Thanks.
Wow, you manage to pass that long without all those calculators?! You're a hero! :) We're not sure simply calling it Reward is enough, but thanks for the idea. We probably have to do more than that to make it harder to miss those calculators.
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Personally, I would vote against sending overstock to stores. The point of the game is being efficient. If you compensate for all our mistakes, there isn't much of game left.
Thanks for your opinion. We actually try to fix things that lead to very unbalanced overstock, and not the overstock itself (which is normal and part of the game you have to manage). We see the main problem as mentioned in previous comment (equal distribution between multiple outputs). So we want to fix that one, and not overstock itself. Besides, in most situations sending overstock to stores doesn't make much sense as it will be less than 1% of current revenue.
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I know people mentioned sending overstock to stores but something I think that is more important is if you have steel going into two components then no component should take more than it needs unless all are at 100 percent. Currently on the car I wind up with seats getting 400 percent of the steel they need while the car body is only getting 80 percent. A game like this built on maximizing efficiencies needs to either handle that or let us do it and I know from a coding side letting it happen automatically would be less work.
Thanks for the suggestion. We've also got the same suggestion in the game chat and we also think that especially in longer chains multiple outputs can be done better than split equally. However, auto routing is way too complicated, not obvious and can be not what the players wants (sometimes it's a good idea to intentionally route 400% effectiveness to reach start of production faster etc.). We currently plan to make it possible for advanced players to change output weights, while still keeping everything equal by default.
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Some form of a 'save loadout' feature would be nice. For instance, I've long moved past apple pies as a productive item, but coming back to a project that complicated to get the production speed/price increase achievements becomes a chore again. So having something to save that layout (Or the layout you're on) before changing to a different product would be really useful.
We're not sure why do you think it's easier to understand? We've made the number appear to the left of green arrow, and to the right of the yellow arrow. However, we don't think it's logical to change arrow direction as flow of resources is "left to right" in the context of the arrows (both green and yellow). And arrow basically represents resource flow.
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I used to make the microprocessor, which is the state of art technology. I was so proud of me. Now I'm barely making a t-shirt. So disappointing..
The idea is that you try most industries before choosing your specialization and moving to a new town, where you will only produce products from the field of your choice. But this will happen only in the distant future. Until then, you're stuck with t-shirt. Apparently t-shirts is a more profitable business than microprocessors.
It moves forward with 2 boosts active (and counting them), but ofcourse it subtracts those 15 minutes from speed and price boost time. Or did you want not to have it subtracted?.. Not really fair since it will subtract if you just waited those 15 minutes.
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something that i would like to see, is if you're hooked up to multiple outputs and one of them is over 200% while another is under 50%, some (let's say enough to bring the one over 200 to 125%) resources are diverted to the second location. if all are over 100%, the remainder is split evenly between each... or sent to the store, with the store having the lowest priority.
Thanks for the suggestion! This was our initial thought as well, however when we play-tested, it turned out things can be so complicated, that outputs don't behave the way you want them and it's hard to please everybody's expectation of how they should work. It's easier to understand what happens when it's more simple like now, just evenly split between all outputs. However, we do think that some re-arrangement of output should be in player's hands, so we're trying to think of some mechanics to make it possible to change output weights. By default it will still be evenly split, but we're planning to give advanced players the ability to change each output weight.
It seems that some players have either our api servers blocked or some other connection/security problems. According to our analytics, about 95% of players don't have any problems with cloud save, but 5% keep getting (silent) errors of cloud load/save and from our tests our game can't even access https://wikipedia.com when they run it (but can access https://google.com). It's hard to say what's the problem since we can't reproduce it on our end, so if anybody is experiencing cloud save issues and is willing to help us, please contact us and we can try to figure out what's wrong. Thanks!
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I t would be nice if there was a button for all the tutorials so they could be accessed at any time. It seems like I missed a few of the tricks earlier that I should be using now with more complex builds.
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I seem to be stuck at producing natural gas...the step up to apple pies is gigantic and it looks like it would require weeks of income to make it efficient. But a pie only pays 3x that of gas...so it kind of kills the game at this point.
We can't contact you to provide more tips, but basically: One thing to consider is to produce natural gas until you can do reasonable upgrades for apple pie ingredients (aim for at least 2-3% of all ingredients effectiveness, which will make 1 apple pie production in about 2-3 hours). Another tip (SPOILER!): pre-produce some resources for a lot faster first apple pie production.
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so one day, a new store popped up selling apples. i decided to pick one up as a snack. loved it, so i went back for more apples after an hour or so... but little did i know, all it sold was sugar. well, that's fine since i was planning a baking project anyways. came back after a few hours and suddenly, all there was in there were stacks of lumber. then nothing but milk. then flour. then sand. i gave up shopping there after this, it was too confusing. ~some poor customer
Dear customer! We're sorry for your confusion with the way our stores are managed, but we have 1e50+ satisfied customers, so people do like our business model. However, we hear your complaint and we're planning to open a new store type soon, where YOU will tell us what you need and we will provide you whatever you ask us for. We hope you will like our new store. We will notify you when it is available in your town. Stay tuned!
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I find the yellow and green arrows a bit confusing. Perhaps it would be clearer if the number was on the side of the arrow that you needed that number of buildings? That means yellow arrows would show "->2" and green arrows would show "2->".
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Price upgrades for reagents (apple, lumber, etc.) seem pretty useless once you start producing refined projects. Maybe increasing the price of e.g. apples should slightly boost the price of e.g. apple juice?
Interesting idea! We'll think of it. We've had another idea of short time events boosting prices of previous products (like: apples are in need, Apples price is increased by 10^50 for 15 minutes), so that there is initiative for the player to come back to older products and upgrade/use them again, but your idea is good as well. Thanks!
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How about a button to send overstocked resources to the store? So if my factory has way more of one component than it will use in the near future, or if I want to sell that factory, I can dump resources to the store before selling.
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The word Air conditioner when put on the unit wraps just the r in conditioner. Kinda funky looking you might want to adjust how the font over the objects look.
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sell time is - how often does a store sell
sell ammount - is how many items you sell per one cycle
sell - how many items you sell is a second
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with the store im kinda confused there is sell time, sell amount, and sell, is sell amount the quantity of items your selling or the amount of money your getting... and as to a rebirth mechanic for a game like this perhaps something like reactor idle(it's not really a rebirth mechanic but w/e)
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Not sure if it's my browser or some other glitch but the right click to have the store be able to connect to multiple buildings at a time doesn't work for me since it brings up the right click menu.
Can you please pm us your browser and OS? So far we haven't found any browser which shows right click menu with our game, but we didn't test on all possible combinations. Thanks!
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I'd like to suggest that mousing over an upgrade gives you the time left (at the current $/sec) required to pay for it.
$/sec is theoretic value if all buildings were producing resources every second and resources moved instantly. Real cash earned can differ widely from what $/sec suggests (but will be close to that value over very long time periods). Due to possible setup complexity, it's very hard to predict real time needed to gain given amount of money, and giving some wrong time suggestions based on $/sec is misleading and can cause more harm than good.
Unfortunately it's too hard to provide meaningful time predictions, so at this time we can't add this feature (as well as any time predictions for any cash amounts).
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What is the difference between the speed in time transfer and double speed? Also 0.5x production? Does it get lesser? What does 0.5x production stand for? Effect stacks are additive or multiplicative?
Time Transfer is trade production for time, so each production cycle is twice faster, but produces only half of production, effectively keeping production per second the same, but speeding up the wait time for production to finish. Effect stacks are multiplicative.
From you screenshot we've noticed that your wheel is shown as 100%. If there was no achievement awarded, it's probably because the real % is like 99.9% and got rounded to 100%, just upgrade your wheel production a little bit and you should get the achievement. Thanks for notifying us about this issue, we'll look to make display of percentages more consistent (probably just have to truncate them instead of rounding).
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I built the apply juice already, currently at apple pie but still no calculator. Do I have to click something to activate it or does it appear on its own?
We've identified that there was a bug which didn't award calculator if you've seen Help page for it. It's fixed and new version uploaded (v0.1.1b) Everyone affected can just re-load game page and it should automatically award the calculator, if it wasn't awarded before. Sorry for the problem.
We were told that due to Thanksgiving not all countries have been activated for ads, so we're sorry for this, but there is nothing we can do with it right now. It will only be fixed on Monday (28 Nov).
We're currently thinking of idea of several cities, each with 20 land. So far we like it, just have to think of all the details before implementing it.
Yeah, it's well worth it for the store to keep unlimited inventory.. After awhile store will routinely earn $1e50+ from you for each upgrade.. I wish I could earn a very small fraction of it :)
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Like the game so far, would be cool if stock gained per second was shown when per second is selected, would save a bunch of maths. :)
Great idea! While we have percentage calculator which is basically stock gain in %, it's available a bit later in the game. Probably supply per second can make it a bit easier early on. Thanks!
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Will there be a "reset the universe" and restart but with a new bonus feature added? I really enjoy the idea of the game, its pretty fun. Also, I agree with Lozmaster, I would like to see the ability to buy more land to have more businesses
While we really like the reset mechanic of most idle games, we unfortunately didn't figure out how to fit it with our game. The problem is that it's simply not really fun to re-play the same products with some benefits (we did try multiple ideas). It's a lot more fun to play new products than re-play the old ones. We've tried to design it in such a way, that new product opened are somewhat similar to "reset". But we still try different things to fit "reset" mechanic with our game. If you have any ideas, we'll gladly listen. Thanks!
Kongregate API is used to connect your kongregate account to cloud save, so if it says api error, this means it will not automatically connect your kongregate account to cloud, and only local save in the browser will be used. If API connects later, automatic cloud save will still happen, just in case of any conflicts you will have to manually resolve them.
We should probably have a better explanation of this on loading screen, so we'll work on this.
Actually, the first version we did had a lot more land with scrollable screen, but when you actually play such setup, it's a bit too boring and not so easy to always scroll and see all the connections (otherwise it doesn't fit the screen) and more land doesn't give you any real benefits, so we've decided to make it more limited for better strategy and easier gameplay.
Yes, for larger product chains (like Apple pie with min of 12 total buildings required to produce and sell), it's easier to have more land, but on the other hand with limited land you have to strategically upgrade things, which doesn't happen so much with more land.
If we do figure out how to make more land available while keeping gameplay easy, we'll surely add this. But so far we don't see how to do this. If you have any ideas, we'll gladly hear them. Thanks!