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A few things i would suggest. 1) Materials/s should be at the top of the screen and/or not movable. 2) a pause button, Machines are very hard to work with when they run out of an item and stop all production. 3) Buy all 1 of all machines/adv jobs. machines and adv jobs work best when you buy all of them together. The pause button would help some but a buy all button that only lights up when you can buy 1 of all of them is far better. 4) Set % production for all of the same class. Machines again if you notice 1 material in the negative you have to adjust every single machine to the same % to balance that out. 5) instead of 1 /50/100 % can we get some other form of input here. it is impossible to set machines to the same number if the numbers change every time we use them.
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When you get your first student, or perhaps when you acquire 100 science for the first time, there should be a pop up message or something pointing you to the laboratory. Took me a while to figure out that there were tabs up there, I just figured I'd unlock more units when I hit a threshold somewhere.
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I'm not going to be able to finish the 2170 Nest requirement of my present run. Fact I'll be surprised if I make it to 90% in the next few days. Rather than having the requirement lowered I'd like to see some late game science contributor kick in at some point. One that starts expensive, but ends up having an exponential science yield. Not too early that it would break the game, but later. With enough science we can manage everything else. I'd far rather see an increase in late run science than you having to micromanage every new world's needs.
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So first impressions, this seems alot like swarm simulator and seeing that game as part of your favorites I'm to assume that you got inspiration from swarm simulator and your adding upon that formula and your just at the beginning phases of your game so it isn't as polished at swarm sim yet? I hope thats the case at least, I'd love to see where this diverges from swarm sim. Time to jump in.
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Could there be some way to set our limit to the number of stations with out have to constant sit and watch so we can adjust the engineers.
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Travel costs are definitely not fixed. I now need 5843 nests to travel, which is still practically impossible when I'm barely able to pass 2000 with 2 days of playing.
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for all those facing the bee/beetle not working, just refresh the page and rebirth by skipping(you will not be able to achieve the goal anyways)
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so.. unless i'm missing something -- experience is ... really not that valuable; unless they are exponential -- moving to new worlds is simply just restarting over with a tiny, tiny step up.
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I think I've got a game bug? I'm in a new world, one that should have started me with 1 Bee and 1 Beetle, but I havent got either of those? And the research seems like it's locked or like, I researched it already, but it didnt work?
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you can divide my previous comment by 2 as i forgot to consider the 100% science increase research but the effect remains the same
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I think that there has been a typo for the production of university of bees. It produces .1 engineer/sec for each university but only .01 bee scientist. As a result, there is a huge -.39.8 science/sec change from its units produced.Now, If they were reversed, It would lead to a change of -2/sec which is around that of the normal university which is 3.4/sec and even with the engineers disabled, result in only 2/sec instead of the current .2/sec
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I see you added a field where we can change the "get x time". It would be great if that value stays there. After you change to an other item, and go back it is again at 1. (It can be handy for the stations since I don't want one station to use more resources than the station that is producing that)
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Great start, but after a few hours the game gets extremely confusing. Resource A will use Resource B, which needs Resource C to be produced which in return uses up Resource D and that needs again Resource A to be produced. Rinse and repeat. Quite frustrating, as you need to adjust the whole chain every time you'd like to increase even a single production line.
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Sea Helpers panel in research has no button to buy the technology. Is this locked until I achieve something else, or is it a bug?
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... Continuing on from my previous comment.
With the current game balance I think the level 100 numbers should be 300 bee hives, 3500 beetle colonies, and 4000 ant nests. That would take a week or two to beat. Alternatively it might be good to make the huge numbers achievable if you use experience upgrades. The current win conditions seem to be linear, but the numbers achievable by the player plateau at a certain point and the experience upgrades give small plateauing bonuses too, so do not help overcoming the wall at all.
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... Continuing on from my previous comment.
The bee hives seemed broken, I stalled at around 0.4% of the 110k goal. Unlike Ants and Beetles where the nest building resources, come from third order generators. The bee hives are desperately short on honey since the honey generators accumulate slower than generators for other materials used in the nests/colonies. I went back to 50 level and couldn't reach the hive win numbers for that level either.
Skipping the clock forward and upgrading each time I managed to get around 8000 ant nests, 7000 beetle nests, and around 600 bee hives before I got tired of skipping the clock forward. That wasn't close to beating the nest/hive/colony requirements of 100k of each for winning level 100.
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Thanks for creating this fun game. It was a fun idle game, although the game can needs a bit of balancing for the win conditions.
The win conditions for reaching a certain number of beetle colonies, ant nests, and bee hives on a level 100 world are not achievable. The bee hive win requirements are ridiculous even in worlds below level 50.
The growth of my nests/colony stalled started to really stall around 6% and I think anything above 8,000 for the bee and beetles isn't realistic. The growth rate for the number of nests/colonies tapers off sharply and there's no upgrading that can overcome the increasing costs. Beetles is harder than bees slightly because of lack of fungus. You end up stalled in beetles by a number around 10% less than ants by the slow growth of hydroponics through engineers.
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When a world has the "Start with 1 Beetle " modifier, beetle research is in the laboratory tab, but impossible to research (it can be seen when "Show research done" option is inactive, but it has no progress bar and no "GET" button). Reloading the game has no effect on this, thus making it impossible to travel.
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apart from ant power and machinery upgrade nothing is worth in the long run, and i stormed to level 100 in a couple of days and the thing is well beatle colonys are worth the most followed by engeneers
now with 2 50% off for travel upgrades i still need 54k beetle colonys and i just dont see that really happening
so far for travel as soon as i got poisoness plants under requirement i would be good to go, not sure if bug or intended, but now without plants to kill i might be here for a while
so regarding xp upgrades i wasnt clear enough in my last comment, i was wondering if you plan to add more long term upgrades like cheaper stuff, stronger teamwork, science boost(wich would be REALLY nice) etc.
what i really like about this game is that its not completely idle and most of the time you have something to do, to buy,upgrade or kill and i appreciate the effort you put in :)
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Starving Forest of Scientist doesnt give a beetle, it shows beetle research in the lab for 600 science, but doesnt get a 'get' button
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I'm having a bug that make it pretty much impossible for me to progress. Anytime I try to slide the Laser units up from 0%, they automatically adjust back to 0%. This makes it impossible for me to actually make any crystals past the early game Geologists. I also have not been getting any Carpenters upon traveling from the Followers, which sucks but isn't as big of a deal.
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OK could not unlock beetles for disinfestation and then could not unlock sea helpers in the next world that I skipped to. I like this game, but super buggy,
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The game should tell me when I've unlocked a new thing to do/tab/feature. I've only been playing a few minutes and I've already been stuck three or so times because I didn't see something become available. Doesn't need to be anything big but some visual cue would be appreciated.
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I cant research sea helpers. Again, no get button, no progress bar. I like the game so far, and really like the idea of prestiging into a different world with different goals.
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Machine world with poisonous plants wouldn't let me research infestation units or beetle. Research tab there, no button to complete research.
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Just went to a new world... it has ice... the science to unlock ice does not have a button even though the science requirement for it is met. Same happens to be true for Sea Helpers.