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Option to remove levels from the transporter sprites would be a nice feature. Or you could just make them more obviously balanced with the creation sprites output.
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Hey did you guys know you can click on the scaffolding to speed up raising the materials? Because I didn't. That's useful. Also, water is automated once you reach a certain point, so don't worry about that.
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I've only got to the 5th floor so far with a handful of resets, love the progression and visual aspect to everything. The only real critique I have is with the cloud maker/rain. Everything else has a clear visual aspect to show speed/amount etc. I can see how fast I transport resources, I can see how much water is left in the well, I can see how fast the lift travels, I can see how quickly the forest grows/depletes. The rain gives no visual indicator for how it actually affects the well/forest, it's just a rain effect and the size of the cloud. I'd love an easier way to see what the cloud is actually doing/affecting. I think a better visual representation of the water mechanics in general would be nice, especially as it seems to be confusing new players when you access the bucket for the first time. Maybe just a little bar next to the well that shows your current amount of water/ amount going in/out per second. Again, love this style of visual incremental game. Very well done so far.
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Seeing a lot of people complaining about the initial water bucket. The very next upgrade will automate it, just so everyone knows before posting more complains about the same thing.
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I've only been playing a few hours, and it's fun, but I have a couple concerns and considerations. First artifacts seem quite over priced. Have you tested to see if they can even be gotten? I'd like to see auto money generation at some point. I'd also like to see an explicit way tower generates a benefit. Perhaps that's where money could arise from. A kind of entrance fee to tower based on number of levels.
Well, you are right from the construction point of view. Here is how I justify the prices increase in the game: as we are building a Tower of Babel, where builders stop understanding each other, there are inevitable losses of construction material. So, the price increase models those losses from misunderstading
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Why do people keep saying the water has to be dragged? Just buy the pump and it's automatic, really not hard, just need to be a bit patient!
well, after prestige your offline time is divided by 10. I agree that this is an arguable decision, but keeping all the offline time would have made the game way too easy, I think
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The substitution of mouse clicking for mouse holding is just trading a bad mechanic for another. Only workers would be better. Aside that the game is very nice for now.
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Great game, in it's genre. Some nice original elements and animation. My only beef would be that the screen is a bit small. :) 5/5
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Can we have a hot key for turning the boost on and off? Or if there is one can you make it more obvious what it is? Thanks! :)
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I like it, especially the hold to speed up (rather than mouse breaking clicking). Though it all gets ruined once water has to be dragged & dropped. Everything previous to it is hold, so it does not make transitioning easy or entertaining.
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Its ok .... a bit heavy tax on golden bricks if you have done levels more than 1 time would like to see that lowered
If other things are added will be good, for a time kill
Thank you! yes, new content is added every level. And as the effect of Golden bricks is in fact cubical (production effect x click effect x price effect), giving, say, 4 bricks, after every restart from the 33rd floor, would make the game too easy.
Well, yes, I had it ready for submission since last week, always wanted to add "one more feature". Uploaded, but looks like the tags are not working already