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Is the 4th blue potion....slower than everything else? or is that just me?
It's making it really hard to balance input for it =/
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It'd be super cool if managers didnt stall the game waiting on your response, went out for a few hours and made no money cause the manager dialogue was on screen... whats an idler if I can;'t let it idle?? :)
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A nice idle game - I like the cascading recipes. One feature I think would be nice is a sell button (like s+click) so that you can satisfy us OCD types who accidentally buy too many of a herb (It's so nice when you have a no-waste machine going)
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Having to reset EVERY. SINGLE. LEVEL. is really annoying. Being able to gain multiple levels in a single run would improve this game so much
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I agree with others saying that the game should not pause when the manager icon pops up... it sucks to go to bed with 90 mins of manager only to lose the rest of production time. You also need a SAVE button, there are too many times players lose progress due to some sort of save error. I do want to say again that you have been a GREAT dev that has done a ton to listen to our suggestions... and it is appreciated... THANK YOU!
Thanks for the comment. The manager popup doesn't pause the game anymore with the newest update.
I will think about a save button. Theoretically the game saves all the time, but maybe this results in an inconsistent state. Sadly this isn't something that can be done quickly.
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My suggestion would be to make the workspace more user-friendly. What I mean by that would be the ability to select and move multiple objects at once, being able to scroll or pan through the workspace, and maybe modify the zoom button to a zoom bar. Not entirely sure how easy or difficult those would be to do with the code, but they would be more intuitive for the user.
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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.
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Was enjoying this greatly, although, it desperately needs a save system as having closed the tab and now several hours later deciding to play again to find myself right back to square one is disheartening
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Nice idle game. Good way to pass the time. I'm watching The Tour de France and The British Open, and I can still buy/make/sell my products without having to pay a crazy amount of attention to the game. I do understand the desires and wants/needs of the other posters, and hope you can accommodate them, as for me, I'm pretty satisfied with the current level of play
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very nice concept of an idle game, it just needs some polish.
better visual indicator of what is going on for the player, what is the exact income of each ingredient (the individual price and the income of seling all units), if we could see the % of income of each product would be perfect too
the only issue of this game is that feels too linear, maybe if we could manualy mix diferent ingredients to make new potions or some way to discover secret potions would be so much fun and diferent from the usual idle game
finaly, it would be nice to have a tutorial or at least an info tab
good luck with the game, im looking forward to see future updates!
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The other suggestions are very nice, but something that I haven't seen suggested is a breakdown of your income, although at the current time I can see which thing is making me more money objectively just by looking at the selling prices, it's hard to compare it to everything else provided I have to remember how much I'm making of it * how much its worth for each ingredient.
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Didn't know I could reset after clicking that x1 button. Had about 32 mil when I finally found out about that, and when I did, the game reset with me unable to buy anything as the initial price of the herbs were in the thousands while I only had $10. So sad.
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How about an option that disables auto selling from the manager
or make him sell the herbs like once every 10 seconds
the game lags when there's too much money :P
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I give this game 5 stars easily - I like arranging the ingredients and potions, leveling them up, etc, engaging and fun. Get to x64 - screeching halt. Spend HOURS doing nothing trying to get to 250e15 to buy the new potion, bug in the game, get set back to 12e15. I don't know if I can handle the hours and hours of doing nothing to get back up to buy a potion. PLEASE fix this imbalance. Add some potions to give something to do.
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A sell button would be sooo nice for production thingies, i accidently made too many of one of the potions and now my production is screwed until i have the cash to bump up everything to make up for it :D Oh and great game really loving it so far.
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Enjoying the game. :)
I'll add a few suggestions as I think of them.
1.) Spawn a new tile on the center of your current screen. (as opposed to the original spawn point each time.)
2.) A way to hide items you're no longer using. (I don't need lvl 1 - lvl 7 potions, so the feature would hide them all. Maybe a tab you could collapse, and add things to that tab by checking a hide box of some sort.)
3.) Move the tiles to a grid and locking tiles together, and hiding tiles
4.) Show total income
Thanks for your feedback. I can't change that it doesn't run when it's unfocussed, but I'm currently looking into an implementation for offline earnings.
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when you have everything divided perfectly to where you have no excess building up and then accidentally click the wrong upgrade :(
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It'd be nice to have some way to synchronize ingredient gathering, like shift clicking a potion to pause the crafting of it's ingredient that is closer to finished until the other catches up for that instance
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Loving the game until the huge wall at x64 & the potion that comes from the rose & brown bug looking plants. Needs more of a progression, not flying along until a screeching halt.
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Have you ever thought of putting a small description by the ingredients and the potions? Something to give the game a small back story, like the yellow potion worth 5K is an itch scratcher or the cheapest one is laxative. It would give the game some flavor because it's a bit bland right now.
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What is with the mentally handicapped balancing? Why do 160 dollars worth of potions create a potion that's worth 80? Why on earth wouldn't I just sell the ingredients? Most of this games balancing and ratios seem to have just been made up without any thought. Cause why think about it?
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you should make ads only increase production speed for (as opposed to haveing it be what gives you the ability to auto click) 30 min and have workers be something that you buy they could give 0.1 click per worker and you could use workers for individual items you could have it so you upgrade workers or you have to buy more workers for more production
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A solution to the problem of one long menu might be an area where you can move things back and forth. For example if you if you have the perfect amount of 2 herbs making a potion then you will not need the two herbs in the list of things to sell and can move them or even hide them. Not an ultimate answer maybe but it will definitely tidy things up.
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"An error occured running the Unity content on this page. See your browser's JavaScript console for more info. The error was:
SecurityError: The operation is insecure."
devs of this game are amateurs
0/5...
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This game is somehow very intense on my PC ( It's the latest MacBook Air) and I don't know why or even how it is like that just from a simple flash game like this. I wish there were more options, things like sprite quality or quality in general. I also somehow lost sound. I have tried muting and unmuting it but I still get nothing. It must have glitched.
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plant 1's cost sky rockets compared to the rest of the plants even compared to plant 2 .. i have 240 plant 2 and 150 plant 1 yet plant 1 costs nearly 3x more to buy more
This is because an upgrade of plant 1 gives you an additional output of 1, while an upgrade of plant 2 gives you an additional output of 2. This means you've upgraded plant 1 150 times, while plant 2 was probably upgraded only 120 times.
I might have got wrong what you wanted to say, but this would explain it imho.