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One of the biggest aggravations is losing resources to some mysterious consumer. For example, I bought 12 fur and had them immediately disappear. As far as I can tell, there is nothing in the queue or anywhere else that is using fur.
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Collapsing windows would be nice or having a filter (with checkboxes) that allows you to exclude categories like huts.
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To add on to my previous comment, removing things from the crafting queue, saving, then reloading fixed my resource vanishing issue. Probably something on how it loads things into the queue constantly taking resources, but never enough to actually make the item.
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Seems like resources are being used, but I can't figure out what is taking them. I didn't have this trouble until I left and loaded the game back.
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@dawndmon the villagers using your logs and brushwood up for heating fuel.. i suggest crafting fuel constantly and upgrading to better housing for better heat yield / fuel.. winter is cold
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I don't understand all the backlash: the game is very good and the developer is working on it and improving it. Sure there are annoyances that need fixing, but that's all
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Let's see..It seems to take about 5 maybe more days to cook Vegetable Soup. What're they using to cook it, Bic lighters? The time for all this stuff is absolutely ludicrous, not to mention the idiotic amounts of things used to make other things. FIVE whole logs to make ONE wooden plank? Let me know when you finally get your time frames and cost requirements sorted out. Until then, two stars. Nothing more, nothing less.
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Suggestion: Add 'Research Logistics' to reveal the numbers behind everything. For example, to show the advantages in food and heat when you create 'meat soup' as opposed to just using 1 meat and 1 fuel by themselves. CONCERNED CITIZENS WANT TO KNOW!
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so randomly woodand stuf is going missing and now it sits at zero...
every time there is a new wood it instandly goes back to zero...
and i have nothing that should be using wood... so wtf is going on?
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Suggestions: 1) Having the game auto-zoom to fill the available screen space would be *very* handy. (Including portrait mode) 2) Number each building as it is created, as different buildings of a particular type can have different options enabled. 3) Offer an option to show buildings in a list. There would no need for rearranging buildings (which is *horribly* buggy anyway) if each were an item in a list, with dropdowns as you hover & click on various icons. Even better would be to automatically group buildings, and the default view would be to have all groups collapsed; the user could then click on the 'V' icon each group name to expand that group. Hope this helps!
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This game is marked as idle but is not idle at all. If I let it run not only I won't almost make new resources, but I'll lose what I have to invasions while my people don't even try to build back what was stolen
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Found a bug. My chores for the chickens started rising right when the production hit 100% so my eggs just kept filling up until my farmer got the chores down.....I should have taken advantage and fired my farmer before it finished. lol.
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I actually really like this game but some things need attention. Urban planning is broken currently for one. Also, you really need some informational tooltips. For example, I currently don't know how much wood the sawmill uses or how much cotton it takes to spin fabric in the field. For this type of game, knowing what resources are used where is kind of important.
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I think this has great potential - but when resources vanish to an unknown location, it's not a good thing. Also - why on earth does it take 5 logs to make a single plank? Shouldn't that be the other way around?
Still, as I said, it's a great start. Looking forward to seeing what this turns into in a few more revisions.
I have added tooltip to resources that show what kind of building/action used each resource in the last 30 days and how much. Well about the plank -> there are not really set units for each resource so you should consider it as "planks" I just want to go down with the numbers for each work done on the items whenever it's possible. I will keep improving things so keep tuned :)
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Game area and font need to be at least 50% larger (Cinematic optionm?). More info is needed so that new players can get a feel for what they need to do - even if it's just in the form of mini-quests to learn the approximate relationships for basics such as food and clothing.
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Nutrition value is difficult to wrap my head around. I get that every type of food gives nutrition, but is there an difference between berries and veggy soup? I would assume there would be, as its has more production steps.
TL;DR
Nutrition for food please.
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Not really an idle game. If I step away, I'll be attacked before I build clothes/defense. So I'm not going to play anymore
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Too small. Sorted building would be easier than having to filter every time. Options to always hide certain buildings like huts. Great game so far, though.
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@XAMER @Ishidakun
How about non-retarded font on non-retarded background, and with non-retarded GUI.
I knew my full harvester would bring 700 spice credits in Dune 2 ....... in 1992.
Seriously, a 1/5 sh!t. Missing all the information any 10yo IDLE game on Kong has.
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There really needs to be something in game that lets you know what is draining your resources, so you can adjust your build to compensate. Once again, no one seems to be able to find any food, so they're all starving. Pasture isn't generating any animals, even though I have extra workers assigned to my farm. various other sites just quit working and it's not telling me why. I'm trying my hardest to get furs for people to wear, but not ever getting any animals. Can't figure out how to turn my fabric into clothes. I get that you want people to feel the struggle but I'm stumped and I'm things are just collapsing around me.
Things should be easier after the patch I just uploaded ( reload the game if you don't see patch 1.0.3 ). You need to tame animals in hunter lodge or buy on market to kick start pastures ( those need at least 2 animals in one pasture to start breeding). EDIT: tooltip for resources has been added and it shows who uses each resource.
It's the 'decision making' aspect of the game. Invasions are quite 'low power' in the beginning and army is not that far in research tree. Even the militia can defeat early invasions. If you want to postpone invasions you can go one step further and build wooden defences which slow down invasion threat from rising (enemy won't attack if you have good defense strength)
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I like the game, but a bit annoyed with is the food. I got maximum amount of mushrooms, but no berries. How can I change that? I need Berries for reasearch and have no use for mushrooms outside being food I think.
Also I do not understand how to make clothes and other things yet, but it might come in the future. I like the general resource management idea though.
Hi, I am glad you like the game! You can click one of the icons next to berries in resources tab and type the amount you want to reserve. This will prevent berries from being eaten and mushrooms will be taken instead. Clothes are a bit middle game thing you need to plant cotton in the field. Then spin it into fabric and the last step is tailor who makes clothes from fabric. One you research tailoring you can also make clothes from fur at workshops through crafting tab.
Fields are just a place for planting crops. You will need a farm which employs workers that work on fields, orchards and pastures. Field cog icon bans/allows farm workers to work on that particullar field.
EDIT: I will add tutorial for Field region
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happiness went to zero, gatherers aren't actually gathering anymore, what happened? how do I fix it? what impacts happiness?
It was supposed to be even slower in the early version. I wil think about adding additional modes standard/fast/slow to match every person style of gaming. One thing to notice regarding houses is that occupants won't be banished when you destroy it and there is empty space in another building! So you can build house and demolish 2-3 huts and huts occupants will move into free space at the House.
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I'm really enjoying this. One mystery I've come across that is really annoying is what is happening with my brushwood? Unless I reserve it, it is constantly used up. I can't even reserve some then directly tell someone to craft something with it. Unless I reserve extra, as soon as I remove it from being reserved SOMETHING uses it all up. Perhaps a better option for reserving would be a list of uses and the reserves for each. That way, for example, I can reserve 20 brushwood for crafting and it will be used only for that. Does that make sense?
I guess it is used by huts/houses for heating in winter. If you make sure to have more wood or even craft fuel then your brushwood should be safe as it has lower priority to be used as fuel! I will think about what you suggested but it might be quite complex to implement.
There is such option after researching Urban Planing ( prerequisites: house, management, mathematics ). It allows you to drag and drop arrange buildings. I have also in my backlog task to replace 'buildings' text with tabs that would group buildings by their function.
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Very interesting.
One thing that would make it better, please make screen bigger! also slightly bigger font might be good idea.
As for rest its too early to tell
Hi! Thanks for the comment. I used this size to comply with Kongregate rules regarding game sizes. The look depends on the size and resolution of each player so it's hard to make it good for everyone. If more people will ask for bigger size I can ask Kongregate staff if that will be ok but for now I can suggest you to use your browser zooming option ( ctrl + scroll or ctrl and + button ). The game handles zooming this way very well.