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Hovering over a resource should tell you the income and outgoings, because I have no idea why I have +0 energy or +0 boards.
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Not sure how this is supposed to calculate your income but when I build a wood factory my board income should increase but the numbers stay the same.
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One nice thing about the implementation is that the upkeep is a maximum amount. If you have less than that, it will accumulate internally until it produces a unit of income. This can be handy when building up to the next tech level, i.e. sand/glass from energy.
It's not exactly correct: There is an internal buffer, but it doesn't need to be filled to produce something - it's an upper limit of how much you can get per tick. So, if you supply one manufactory with 5 logs, it doesn't means that you're getting a board every second tick - you're getting a half of board per tick. You don't see a decimal part of numbers, but it's properly saved and uses in calculations :)
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This is surprisingly enjoyable. It's definitely a unique sort of Idle/Time Sink game. When playing I realized I most frequently wondered how much of X I had consumed per second or how much Y was being produced - the consumption of X. I think I'd really like some sort of statistics window that shows things like that. Perhaps it could even show current and past usages and productions. Otherwise I give this a 4/5. Good job.
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It is a bit strange that you make the requirement that things are joined together by roads, etc., but goods can teleport from one storage to another.
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Nice game, fun, challenging. I like how you can replacing old tech structures with newer ones. It would be nice to have the option to pause one factory so it stops consuming resources when you need to focus on something else. New things would be great, like houses (paying taxes, consuming food), advanced houses (more taxes, food and energy), farms (for food).
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Minor changes? Massively increasing the requirements of some production buildings is a minor change? Impact on my game wasn't minor. :) I'd like those updates noted arigold16 suggested.
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I think I saw someone mention that roads increase in cost incredibly quickly, and I agree. It could simply be poor planning on my part, but my "endless expansion" is providing me with lots of space to look at more quickly than I can come close to affording to pave the important parts, even taking the water into account. I'm starting to bump into a similar issue with cables, too. This game is, quite frankly, amazing, but it could do with either some rebalancing or some less whiny Projectiles. :P
That's why you got pretty cheap and effective energy powered stone quarries. Or you can try to optimize some of your production lines to get rid of roads completely. It's possible! You don't need a roads when resource producers and consumers placed adjacent to each other,
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Really need to notify players when you update the game. I logged in and had zero production in a bunch of things. Took me a while to figure out you increased the energy requirements (by x10!) and I needed to build a ton of new power plants.
This game in very early state, i can adjust some parameters several times per day in tries to achieve decent balance. I think it would be too annoying to spam people with update notifications so often and with such minor changes.
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Hi, at first i have to say this game is pretty cool. And a thanks to the creator. Till now i have just 1 wish, is it possible that the Ressource board show me the Maximal possible output? Actualy when i dont have the right ressources for the factory the factory just produce less. But it doesnt show me how much would be possible when i improve the income of something else.
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This game looks pretty promising. Really love the game mechanics of having to manage space in order to get everything to function. As mentioned by a few others, a way to find which buildings are a different level would be beneficial to gameplay.
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This is great concept that I hope will be expanded and balanced later on. The pace is really slow and hardly anything is unlocked except new areas. I hope it gets more content and a faster pace in the future.
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Maybe put a way to see how much resources it would cost to upgrade all of one type of building, instead of just the cost to upgrade one building of that type?
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That cables cannot pass over roads is really annoying because you need to have roads and cables to start the intermediate tech levels running. Why not a road upgrade?
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I think "Charcoal" loot (in "Warehoused Goods" list) is bugged... I threw about three Lv4 Charcoal Piles which should have +## there but it still said "(0)".
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Nice game. reminds me of sim city and other city builder games. Keep on improving the game. Also, you should add sound.
:)
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I noticed that the outpost took all my steel so I couldn't use it anywhere else, until I sold it. Perhaps make it so it leaves the steel in your warehouse and then consumes it when you want more space.
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I finished the game as well. All content unlocked and build.
Here is a small part of my map: http://imgur.com/B5se3Ur
The game idee is prety good. I realy like games like that. Here are some idees to improve the game further:
- more buildings, more production cycles
- Add research
- increase map size in all directions
- A second plane (underground) for example for pipes unlokable by research.
- balancing the end game. Buildings get to expensive
- few animations would also be nice, but not required
Yes, i have a plans for further buildings and production cycles. As well as for new crossing pipes. Just need to think how to display all these resources when its amount will be doubled.
As for late game balance, indeed, it's a major problem for now. But if you've finished it already they are way too cheap. This game have pretty good offline progress, and i suppose you won't even noticed it :)
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Beat the game: http://prntscr.com/9drq3o
Took about 3 1/2 hours.
Notes for the Dev: Need's more awesome content, The game is good as it stands currently but could definitely be improved upon.
Things that could be added: Research, Fight neighboring colonies for land (instead of discovering), Train Soldiers, Additional transport options (Train, Ship, Plane).
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buildings need to show what an upgrade will increase so we know if an upkeep will put us in the negative before we upgrade it
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I have the income, I have the factory and I have everything connected. However, I have no "Steel" income to show for it. Am I missing something or is there a glitch
If you bought an outpost already it could take all your steel, since it demands a lot to start. If so - fell free to sell it, you will get your steel back.
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The UI doesn't tell you if you have a resource deficit (not enough income) and its counter is at zero (and obviously not increasing). My Iron income was low, and I didn't realize I wasn't generating enough charcoal.
It's a known drawback of game mechanic.
Such deficit would be hard to determine correctly. At first factories tries to deliver resources to other fabs, which can use it, and dumps remaining resources to warehouse only after that. So, you can build some production lines without roads at all. Take a look at coal burner in game screenshot, for example. (https://cdn1.kongcdn.com/assets/screenshots/0064/1568/pic.PNG) That coal burner not linked to warehouse, so it could work at half speed regardless of how many coal you have on hand. And, it's not a deficit, just design of particular production line.
If you want to make sure that your factories works at their full potential just try to keep positive income.