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(1 edit) (+1)

The UI badly badly needs to be recentred, it's physically painful to look at, just have the upgrades overlapping from the edges of the screen inwards

UI is overlapping, upgrade panel covers descriptions and the monolith description now goes off the side of the page and cannot be read

Don't think it should automatically switch when a building finishes as you can be about to buy one building and then end up purchasing something else like repellent
I appreciate the effort with this but it sort of took away the simplicity that was it's charm (and the minor issue of duplicate names on the leaderboard)

*Tick speed also doesn't seem to properly work when using powerups, it's like things only start working after the powerup has ended, namely money- and if you overstack forge then it doesnt go at full speed (construction can even *completely* stop), fertility a little too but not as bad

Thanks a lot for the feedback!

I recall I tried to come up with a good solution for having the game centered, including the upgrade panel, but now that you say it, I cannot unsee it. I definitely got lost in the process and it’s absolutely garbage. I reworked it quickly and it does not trigger my ocd any more so I think it’s better now. It also solves the ovelapping problem and the description disappearing

I removed the automatic switch, it only occurs for the first building now (to show new players that you can select buildings).

I too feel like this is a different game, and weirdly enough I too feel nostalgic for the 1st version, but this version has a bit more depth and feel more like a finished project, not just a prototype with some ideas thrown here and there…

For the duplicates, I still do not master the leaderboard creator but they should usually not occur as they are tied to the sessions. I’ll try to change a few options but I don’t want to prevent people with the same simple nickname to post their score either..

Finally I didn’t find any case where the powerups and the number of creatures on the cell did not impact the corresponding building. If you stack them on an extractor, this extractor will still extract every 2 seconds, not faster, but will extract a lot. Same for the biomass reclaimer, you should see huge number coming out of it. The problem if you stack creatures on the forge, is you’ll have a huge construction factor, but there will be no creatures under the duolith to actually build it (which could explain why the construction stopped).

But you can construct any other building without a civilian being underneath? Which would suggest it's a global production bonus not 'only when a person is there' surely? Fair enough though (*Work completely stopped, not slowed, stopped - for any building)

Essence claimers capped out for me at like 250 ish or maybe it was 150 ish, no matter how many people it didn't go higher than that, and once the attractor runs out (but all the people are still on the collectors for that fraction of a second), income sharply spikes up as they dissipate - Few hundred under the attractor, then almost a thousand a tick once it wears off and slowly trickling down as people spread out
(So yes it extracts, but it does not extract as much as it should, or like any building caps out a certain point despite what is shown)

In general it sounds like some really good changes have been made since making the last comment, it's appreciated and hope development of whatever projects you work on continues in a good direction as it is now, respectable

Lastly though, while v2 does feel like there's been slightly more time on it, I can't say it feels more finished - it certainly has a wider scope, but v1 was short and sweet and it did everything that was expected of it. Finished as it was - Maybe a larger target for the next game you work on, but it definitely didn't feel half baked


Good luck with your future work