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Buying the "upgrade_name" malignant upgrade, to decrease the cost increase but increase fuel drain, seems like a bad idea right now. It doesn't load fuel any faster or in greater quantities so it ends up that things that take joules end up idling a lot while filling up on fuel. Can we have a way to disable it? Or make it so fuel also loads faster when you've got this upgrade so the challenge is producing enough?
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@Drillur Placing the Iron auto-buyer in a later spot has no purpose but to make the game irritating. Until you get it, you can't really idle since you have to level-up the Iron Lored manually for it to keep up with the demand. I guess you might feel decisions like this make the game flavorful or interesting, but upgrades related to automation simply have to make sense automation-wise. Thanks for your consideration.
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I got "uncaught exception: abort("trap!"). Build with -s ASSERTIONS=1 for more info." in console and my game froze ):
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Just roasting my copper ore over the campfire, its a nice summer evening and then....... POP! Now I've got a slab of copper on my stick! XD
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We need a short story segment to explain whats going on, and how we got here.
Since it seems to be automation/cancer aligned I suggest going the mad scientist route who wants to rule the world, or maybe is exiled to another world, and uses his cancerous powers to advance industry and eventually attack Earth/The Federation/The Imperium of man whatever :P
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I honestly have no idea what's going on here. Maybe I'm dumb? The game seems fun, but pretty much all of the tooltips and descriptions are confusing. The animations are fun, and I can click to make numbers bigger, but other than that I have no idea what is happening.
What do the statuses for each job actually do? "Idle" "Fueling Self" "Offloading" all don't seem to indicate anything in particular. The jobs still produce resources at a constant rate, and I don't really see what they do.
"Offloading" - What does this mean? Some of the upgrades say "offloads into" but I have no idea what effect that does. Numbers are bigger and faster, sure.
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Colour coding makes everything so much easier to understand, I understood what everything was doing and where it was going without needing any extra explanation.
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For the Coal LORED the rate displayed is a bit of a mess, I think it is taking the data for 'rate' from too small a time-frame, so its very unstable and constantly changing, which is useless for telling the rate coal is consumed or produced at, Maybe it the rate shown was over a minute rather than a few seconds it would be more stable and useful.
As it is now, rather than read what is says of the rate (which jumps between red/green and orange every few seconds, I'm forced to memorise how much coal I have, look back in half a minute, and see where I am.
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Are you sure those stones aint mooshrums? The coal might be some kind of drugs too, judging by how all the guys got hooked up on it.
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@Drillur Well, if you take Holyday City for example, they basically do the same thing, only showing you the next 10 upgrades. But in that case, it makes sense since the upgrades costs scale up really fast. In your LORED's case, the Malignant upgrade costs don't go up very fast, allowing you to grind a little bit more Malignancy to buy 2-3 (or more) extra upgrades without much issue. Just something to consider.
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Not being able to see more than a few Malignant Upgrades is kinda frustrating. If you don't feel like restarting for those you see, you then have no idea how much more Malignancy you need to grind to buy the next upgrades.
My concern or fear has always been that if I display as many malignant upgrades as you can afford then you may wait forever and buy each of them all at once! But I think I will give the player the freedom to do what they want from now on instead of forcing them to restart. I want the game to be fair
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About "It's Growin On Me", on this new prestige it looks like the tables have turned, now I'm getting way more iron boosts. It's probably just RNG being RNG, but it sure looks like there's no middle ground here.
Thanks!! I really want to do my best to avoid having a segment in my game where you're coming back day after day and barely making any progress. If the game is shorter because of it, then people won't "play" my game for as long and might forget it sooner, but I'd rather have that than have people dropping off out of exhaustion or irritation. I like the pacing of it currently. Also!! There are 3 planned content updates! So that will add a lot more gameplay.
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I'd really like to hear how this is considered slow. I'm about to do my 3rd prestige and I've only been playing ~9 hours. In that amount of time, how many ascensions do you do in Clicker Heroes or any other incremental game for that matter?
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The "It's Growin On Me" malignant upgrade is giving me way more copper boosts than iron ones. Might be worth checking the logic there. And yes, this is not just a fluke, it's consistent over two whole prestiges.
Here's the code for that! (I'll try to type it so that it looks slightly readable, since comments don't display new lines.) --- var roll = randi()%2 ----- match roll: ----- 0: ----- rt.g[4].d.t[1] += c.inhand * 0.1 ----- 1: ----- rt.g[5].d.t[1] += c.inhand * 0.1 --- It's 50/50 :D That creates a situation where each run is unique, if only in this one way.
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The game needs to be more clear as to what items use as fuel, and maybe ideally show how much, with a page that lines up exactly income vs upkeep. - Personally I think the income/upkeep mechanics feels punishing if the wrong parts of the machine go wrong, since I don't think I can turn off specific production, or lower it, to fix a hiccup.
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it's a good concept. would like to see a manual way of adding fuel to a property or lored so i can add enough for a 5 minute stint then turn it off for auto fuel add
Heck yeah you can! There's going to be 3 extra tiers of LOREDs. I have the next tier all planned out, and I think I want them to be available from the start (as soon as you can afford them) so there will be a lot to manage.
I agree! There used to be a tip in the game that said "will u fix ur freaking game? i can barely see concrete" but that was before I took out the useless tips. I just increased it from 20% white to 35% white. Lol, I should put that in the patch notes. "Buffed concrete brightness by 75%"
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I seem to have a problem with coal autobuyer not functioning. Stone, copper ore and iron ore work just fine, but coal doesn't.
AUTOSHOVELER buys the COAL LORED if its net income is negative (unless certain malignant upgrades are owned). I would really like to make a system where you have full control over the autobuyers, but that might be hard D:
Also, if it's not buying even when the net incoming is negative, make sure it's not turned off in the settings
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The pause button means that the producer does not send the produce onwards. For example, joules seem to require using it to get to some joule upgrades; otherwise joules are used as soon as they are produced.
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Pressing the little 'pause' button on things does not seem to stop them from actually doing things.. they continue using up resources, and can make it hard to do things..
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game is a little less idle and a little more incremental. Theres nothing that holds your attention to the game. You have a great layout and idea so far, perhaps upping resource acquisition would improve it
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im getting close to malignant reset. does 1 malignant count as 1% bonus?
second question, does that bonus if it excists count even if you use malignant on malignant upgrades? :)
I don't know what you mean. For the IRON LORED, it displays how much iron ore it has available to smelt and how much it requires before it can smelt it. If it would help, go into the hud options in the menu and check the "proportional inventory" option.
Could you try to enable "prevent cross-site tracking" in your settings and see if it works then? Safari doesn't support very much but when looking into this I heard that might help. I hope so, anyway.
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great start but please change the ores to conventional colors. Light blue/Teal for iron does not make sense, neither does purple for coal or gold for copper. If you want to keep the colors you have just make up material names.
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Honestly I'm loving the animations. The game is simple enough so far that it doesn't really need a tutorial, which is a good thing. A+ so far