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So I have 2 cars producing. The alpha car is producing parts but the finished car is not going to inventory and being sold. So whats going on here.
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The game has a really slow start and it just slows down more the further you get into the game. Too punishing to be fun. But it's got some cool ideas in there that kept me playing anyway.
I will add a choice when the beta is over.
1. Keep your progress but you can't submit highscores after that.
2. Start a new game and you can submit highscores and you will get a starting bonus depending on how far you were in the beta.
In the settings there is a toggle "keep expenses". When this is on, you need to have more than your monthly expenses and can't spend money if it would go lower than that.
You can turn it off, but than you could go into the red and go bankrupt if you make mistakes.
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I see a bug. In every instance that I push the backspace key I get kicked to kong home screen. It has happened when typing in a sell price and also when typing in a new car name. Pretty much every time I want to delete anything. Is keyboard even supported?
It seems like the webgl-version in chrome has issues with the backspace. I will look into it, but the webgl-version from unity is still beta, so not sure if I can do anything about it.
Until then, you use the del-button or select numbers with your mouse and overwrite them.
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not sure but do the design upgrades apply to cars that are already being produced or are the parts set at which ever level you used when you prototyped the car?
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Regarding my message about graphs: you can round data kept to ~5years, probably give some flexibility to user to make some ranges bigger, some smaller. No need to keep everything. Probably add research for this. Thus people who play more will get more benefits, etc.
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Don't know if this is a good thing or just really sad but I figured out a good (but tedious) way to grind for car souls. So far I am around 15 souls per hour if I use progress points. Not sure if that is enough to really give me much of a benefit but it is the best thing I can think to do at this point.
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It'd be nice if there was a way to compare car parts during the part blueprint design phase so that you could relate to earlier designs or even other parts (in case you needed a quick way to match the chasis to the body- or design more holistically in general)
The quality standard goes up for every car you produce. So if you keep older cars too long, people might consider them low quality or they break down.
Currently you can be fined as long as you have a car but I will change it soon so it can only happen for 10 years after you sell at least one.
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My main office allows for 300 people, my production hall allows for 80 workers. I have 55 workers and a total of 290 people. It won't let me hire 10 more workers, my max number is red and it says my main hall won't support more people. Is there some other factor that affects the maximum number of people my main office will support?
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I have 2 car designs, both of them use Alpha Engine (and other parts) but of different levels (0level and 5+level). Unfortunately, in storage those parts are considered interchangeable. Thus I can't produce low level car, as all parts produced for it are used for another car.
You should be able to produce both. If you look at the car info, you can set a limit at how many you will produce at most. If the limit is reached it won't produce more than that.
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The "Production Cost" research does not seem to be useful, as reducing the cost of the car also reduces the max you can sell it for. I actually see it as counter productive... unless I'm missing something.
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Wow, I never knew that higher quality cars weight more... Thought it is more like independent or they weight even less...
Well it depends. Higher quality can also mean a stronger, more durable material is used which often weights more than less. It could also mean adding more material to make it more bulky. So generally I think it is more often that a higher quality weights more than not.
They improve the basic values of new cars you make. You can sell better cars for more and faster than weaker cars. So have to spend money first to make better cars which will generate a better income.
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Can you add one thing these games never have, please: graphs of production/sales times/storage utilization/exp growth/etc. Basically option to see graph of all data during last N days of playing. I know this will increase save size, but would still be worth it.
I will think about it. Currently only the last 4 years of data are saved. Because the games are saved online, there is also a limit of how much I can save, but maybe I could save the most important data or so.
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Linear growth of workers salaries is not realistic. There should be rotation of workers and you should be able to fire worker who ask for too high salary over the market.
In reality people also become sic, have holiday, die and so on. Making it too realistic would probably be not that good for the game. In the game there is an inflation and people ask for more salary every year to cover it.
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Time to sell car increases with amount of cars sold. I kind'a don't get how it works and how to reset sale time? Can you add more info in-game?
For every new car you produce, the time is reset and because a new car is generally better than the last one and you gained some image, you will sell more from the next car with a higher price. You just should be careful not to wait too long to create a new car.
But I will add the exact calculation to some description in game with some of the next updates.
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Bug with the loans, it won't let me get another one, it says that I can get another $19,081.20, but the amount in the box is stuck at -21614?
You are right, there is a problem at the beginning. I will look into it.
The first year the loan is calculated a bit different but from the second year on the loan limit is 50% of the avg earnings from the last 3 years and the bug disappears. So if you play a bit longer, it will fix itself.
Glad you like it. I didn't play Detroit but something similar: "Motor City" when I was a child and really liked it. That is how I got the idea for this game and thought I will make a game about cars.
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so, game isn't super clear about this.... if i level up a design after a car has been made, will i get the boosts from it in the made car?
No, it affects only new cars. When you create a car prototype, the stats are set and can't be changed. If you level up your parts after that, you have to create a new prototype to gain their increased stats.
And you are right, I thought I added some information about that, but it seems like not. I will add an information for that.
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Initial Thoughts: The only-one-ad-per-product rule is a bit ridiculous. This isn't how advertising works in the real world, and it isn't how it should work in the game. Just figure out and implement a formula of diminishing returns (2nd concurrent ad is only 90% effective, 3rd is 80%, and so on), and have done with it.
Well the last 3 are already campaigns which include various advertisment methods. Although it would make sense if you could combine the first three. I will think about it.
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This idle game requires way too much work. I dont want to spend hours designing a car, just to do the same thing a few hours down the road.
Well this game is more a management game than an idle game. If you don't like management simulations, then the game probably isn't for you.
I think there are more than enough idle games where you have to do almost nothing to get serious gains and I personally like it more if you have to think and can influence the game more than if you only do click - click - success! Than is why I made this game.
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suggestion: 5% from taking out loan be added to the loan balance to be paid off. while i'm at it, maybe i can convince you to reduce the early payback fee?
Well loans in this game are quite powerful even with the current fee of 5% + at most 5% for the payback. I mostly added the payback-fee to prevent cheating like getting loan -> pay it back -> getting loan and so on to increase your overall yearly earnings for the achievement.
But I can adjust it so that you only have to pay the payback-fee of 5% if you pay back more than 20% of the loan in one month.
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the neg profit bug seems to have cleared itself-might have been a unity glitch?
keep expenses, could you add a field after it to allow some number in addition to expenses?
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suggestion: allow sell time shown on price adjustment page to reflect number of salespersons actively selling the item, or a field to plug in a number
Yep that is just like in real life. But you can prevent most of the end of year taxes if you always spend just as much as you earn before the year ends.
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different cars view in stats is bugged, showing 1 more than i have. alpha car producing neg after tax freezes the screen-i still see my money go up but i can't do anything
You are right, I will fix the different cars count.
Somehow I don't understand what you mean with the rest. You mean you are selling Alpha Car for a negative profit and it freezes the screen? I can't really reproduce that...
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what's with sell times creeping up and up and up?? i left this game 300k in reserves and came back with 1k and my car sell time nearly 3x what it was when i went to sleep. this is a horrible thing to do for an *idle* game!
When you are afk for a while you should better close the game, when you go offline and come back, you can use your progress more effectively., I also wrote this in the forum. This is not a game which plays itself and you will automatically become better without doing much. You have to do some right choices or you will likely go bankrupt.
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For research and design, there should be a "Stop at X" when leveling up parts, its annoying to have it stop after each level, or run yourself into debt with it going on indefinitly
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what the piss? come on, red should only kick in bankruptcy options when it goes below a certain amount... or we should be able to set spending limits above just expenses. went in the red for 5 hours because development followed by car production ate $2 more than i had for expenses
Well you can take a loan when the options show up. A few dollars shouldn't be a problem... When the screen shows up it also stops time, so if you could go more into the red before the screen shows up, it would mean that it is harder to get out of the dept. I don't know if that would be better.
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I do believe that the ability to speed up the time would be a good addition. This will give the player some more options instead of waiting hours for the ability to purchase items rather then waiting hours for the next purchase.
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suggestion: auto minimum loan payment per month of 1.1% or higher so the bill doesn't overwhelm you if you have to leave with a loan out
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'time needed to produce the car parts: 5.54 sec (with 40 worker)" erm... well, time taken for parts alone is actually about 13 seconds... want to look into that? maybe you forgot tires and brakes need x4 time in that calculation?
When I increased the speed for the initial car, I adjusted the descriptions but forgot to increase the actual progress...
Sorry for that, it is fixed now if you refresh.
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I love this idea, I like the layout, but I don't want to play your game because.... I want to play a game, not just wait around. Maybe speed it up just a little more?
I agree that it is pretty slow but not much slower than my other game. Though there is less content in this game and it feels slower because of the linear progress.
I will think about it but I will wait a bit first and add the Orders in 1-2 weeks which should make the game a little bit faster because you can do more to earn money than just to sell cars.
Also I think this game has a pretty good offline-solution. When you are offline for a few hours, you can adjust progress points for instant progress.
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i am a fan of ITRTG and i like this game so far too. I thinkt it would be fun to have yers with trend to buy fast cars, strong, or this with long reach.
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game doesnt keep running when tabbed out, had a part research suppose to be finished in 3 minutes, tabbed out, and when i came back and checked, only 5 seconds had passed on its completion.
I can also see that happens in the WebGL-Version on Chrome. Unity says it is fixed: http://issuetracker.unity3d.com/issues/webgl-leaving-tab-stops-updating-even-with-running-in-background but if it still appears, I don't know if I can do something about it atm.
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I understand this is an idle game,I understand idle games are usually a bit slow, but there is a such thing as too slow. This is a perfect example of such a case.
This game highly depends on the playing style. So a player who knows exactly what do do and how to progress the most efficient way is probably 5 times faster than a player who makes mistakes.
It is also a bit the other way around than most idle games. The start is slower than the mid game because the calculations are not exponential but linear. I know it is probably liked more if the game starts fast and becomes slower over time but I still wanted to make a game which is more realistic than most idle games.
But I just uploaded a new version which makes the start slightly faster.