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I really wish we could sell things, would make it a lot better when I accidentally buy one too many of a herb and have to re-adjust my WHOLE farm so that my OCPD stops ticking.
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here is a suggestion to make the buying area less cluttered, have the items in "boxes" that you can open/close the boxes as you desire, the boxes should consist of 2 greens that make the yellow in a yellow box, the 2 yellow to make a blue in a blue box, and so on and so forth, hope you like my idea :)
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is the sandbox placement area even necessary? most of us just end up annoyed bcos we can't line up the icons. it doesn't affect gameplay at all.
you could clean up the entire UI by getting rid of the placement area. just arrange all herbs logically/hierarchically, then unlock them when they're up, put buy/sell buttons for each icon, and still allow clicking portrait to speed up. then, have a separate popup for summary.
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Aaaand a managing system with that you can decide how much to sell from a certain kind of product and how much you want to safe for further crafting. (Sorry for almost spaming, got lots of ideas. :) )
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Furthermore: Some kind of clip that sticks boxes together or at least hinders them from overlapping.
Either with that method or with different kinds of group selection tools you should be able to move groups of boxes so they won't lose their formation.
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I think that you could make the system in general better by making it a "tier" system. Have the buy and sell have categories drop boxes instead of a long list. You already sort of have it started with the colors, perhaps just use the colors, "Tier 1" in green, "Tier 2" in blue or something, just ease of access. I do like the game and will get a 4/5 from me. :)
Thanks for the suggestion. Yes, the buy and sell lists are to long after a while. I will think about this suggestion and some other ideas, but it needs to be improved somehow.
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Not bad, not bad at all. Could do with some more in-game options. Maybe some in-game achievements. Just go easy with your game, though. Add new mechanics and improvements as you go along.
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The dandelions are murder. To make the yellow potion I need 1344 of them and 224 of the other ingredient. With the dandilions costing 84.2E12 at only 924, this will take forever, and I still need 128 more yellow potions to make enough to mix with the orange potion.
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Yakscadhrontyll, the instructions explain how to buy in bulk. However, I agree with your other statement about selling upgrades.
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This is one of the better idle games I've played. There's a lot of strategy involved. A few suggestions, though? It gets a bit jumbled, and a bit of an eye sore once you've been playing a while. You might want to find a way to link the ingredients physically to the resulting potions via drag and drop. Once this is done, the animation should drop the ingredient directly into the potion, replacing the counter on the right. This way, they are not all over the screen, and you don't have ingredients flying everywhere, but you still see the animation. You might want to port this to steam, too. I'd bet you get sales, and people would be able to play it full screen.
Thanks, glad you like it and also thanks for the suggestion. I generally like the idea and will think about how this could be implemented.
I'm not sure about Steam. Of course I would love to release it there, but I think the production quality is currently not good enough.
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I don't know if it has been mentioned already, but here are my suggestions in order to make the game even better (it IS nice already ;) ) :
1) Would be great if you was able to sell some upgrades. At some point when you have bought too many upgrades for a potion by accident, you aren't able to fit the requirements because the ingredients' prices become to high. Result is, that the numbers produced are lower than the numbers needed. Then the producion ceue is stuck, and your income is cut off.
2) Buy (and of course sell ;) ) 1, 10, 25, 100, max upgrades at once. At some point it becomes annoying to buy 100 upgrades manually.
Sorry for my bad English.
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You should give us the option to renew the auto trader before it expires to compile the amount of time. It's probably more revenue for you and easier for us.
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Suggestion for the unpractically long buying menu: Make it possible to buy a herb/potion by clicking on the producer (maybe in combination with ctrl/alt/shift/etc too). One problem to solve there would be to distinguish moving from buying. For manual selling there could be a switch (buy/sell) and use the producers as well.
Clicking the producer is not only needed to move it, but also speeds up production. I like the idea that upgrades/sells are done on the producer, but you would probably need multiple buttons on it. I will try this out a little, but it will probably be some more work and I can't promise anything. But thanks for the great idea!
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I love it, but it needs fixing. Having only a temporary manager isn't cool; Have it so that you can buy a manager with in game money for each individual ingredient/potion/etc. The ads can help get a 2x multiplier for 30 mins.
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To produce 24 of the first potion with the orange background (we need names for the herbs and potions too btw), I need 864 "dandelions". One of this potions sells for 2e6. One dandelion more costs 21.8e12 . This doesnt feel right.
Thanks for the comment. I'm considering a downgrade button or something similar. On the other hand there shouldn't be a reason to sell your production units, because they only have a positive impact, at least numbers-wise.
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for God sake hit 5, developer is doing hard work. If you guys motivate him with good ratings, He would like to work more for this addicting game.
Normally a popup appears. If this doesn't happen, it's probably because there is no advertisement available for you. This could be because of your location or because you watched too many ads for the day already.
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Manager window displays text now, but it doesn't always activate. There seems to be an issue with activating adverts when another tab is open. I had to completely turn off animation for the game to stop lagging. Otherwise superb, I love cascading recipe idea, looking forward to planned improvements.
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"The browser could not allocate enough memory for the WebGL content. If you are the developer of this content, try allocating less memory to your WebGL build in the WebGL player settings." Vista32, FF
The game is set to 128mb memory, which is really not that much. For me it sometimes helped to close some tabs and/or restart the browser. You could also try another browser.
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Thank you very much for the changes implemented today... Happy 4th to my American cousins! The auto-sell toggle is great and I will once again start clicking on the manager tab since it will not sell the item I need to save up. I hope you have taken most of the suggestions as constructive and not complaints ;)
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Your answer to not implementing a sell-all button and instead opting for your auto-sell is a complete cop-out. Production of materials is automatic, which means that if you did happen to sell all of your products you would have only to wait for them to be replenished. As this is an incremental game, waiting is part of the process. The true reason that there is not going to be a sell-all button is told in the process by which the auto-sell is obtained. Ad revenue. At least be honest about it.
Earning money via ad revenue was one (important) aspect of the decision, because it was in the phase directly after I implemented the ingame-reset for level up instead of reloading the page. Because of this the starting ads weren't shown after a level up anymore, which resulted in a significant drop in ad revenue.
But there were other reasons too. For example I feared a bigger lag when everything is sold at once. Of course it would have been possible, but with a similar effort.
In general I think the auto-sell is a more convenient way, especially with the new on/off-toggle, if you want to save a specific resource, as it was requested by multiple players. At least I think it's better to watch an ad for 30min auto-sell (and other benefits) than watching an ad to sell all inventory. ;)
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Offline progress, even at a lower rate than being online would great. But knowing nothing of game programming, not sure how hard that would be to implement.
Thanks for the feedback. Offline progress would be indeed a nice addition, but I don't know if I'm able to implement it without rewriting most of the game.
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Not if you want to make more of the last potion. That's the limiting factor. I overproduce the second orange background one compared to the first.
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Getting to E21 is going to take ages. The number of the first yellow flower needed is way to high. Compared to the 15 of the olive things I'm using, I'd need over 4000 of the yellow flower. The yellow flower is *more* expensive at that point than the last potion.
I tweaked the amount of money needed to get to the higher mutlipliers with version 1.5.
I will take a look into the yellow flower, thanks for your feedback.
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Underrated: This game must be 3.8+ and featured with badges
Please revise you ratings guys
Support the comment for badges.
Thanks for the comment. I would like to have a higher score and badges for the game of course, but I can understand the score, because some players still experience severe lag or cannot even save their game. Sadly I fear I cannot improve this without reimplementing most of the game. :(
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Toggleable (with a hotkey) "snap" would be nice ;p
Also, the animations seems to slow down gain, depending on how far away from the "target" they are. Or it's just my imagination, but it feels like it. It should just be instant, especially if you turn animations down to lowest.
The distance shouldn't matter. The animations move faster when the target is farther away.
The production already starts when the animation starts (as long as both resources are available of course).
Assuming that I haven't introduced a new bug, the production should take 3 seconds while the animation is shown the first 0.5 seconds.
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Thank you for all the hard work you've put into improving your game the last few weeks. I know a lot of people like to say "change this" and "i hate that" and whatnot, but I think we need to stop complaining and recognize when a dev actually works on improving a game.
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You need to make manual-auto sell to each item when we get sponsor from video. This helps to save the missing elements for highest value item for selling.
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Adding to what genglejon1980 has already stated. A manual restart would be very nice to have considering how easy it is to screw up production. As in building too many higher tier buildings that function at 1% efficiency due to prohibitive lower tier prices. Considering this game actually requires detailed planning having manual control over resetting is a necessity.
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I lost Adam. Woke up without the watch an ad, seller guy so I refreshed and saw there's an update but still no Adam. :( He didn't even say goodbye.