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(+1)

Had a lot of fun with this!  Some feedback:

Some of the hitboxes feel unfriendly, particularly the ores.  

I believe the item sprites may be blocking clicks, which makes it hard to move certain workers around.  

You can drag workers off the map.   

The existence of clusters of three nodes made me think that that was a sort of cap, one worker per slot, so it took me a long time to figure out that you can stack as many as you want (assuming that is the intended way).  

In general, moving guys around is a little finicky.  Maybe the ring on the node could subtly change color when you've dragged into range.  Maybe the workers could snap to the node when you drop them.

The stations on the two woodworking jobs look the same so I didn't realize for a long time that I needed people on each one (even though it probably should have been obvious.

If you have two managers in range and you drag one of them out of range, it drops the aura.

If I'm reading correctly, the processed items sell for the same value as the ores?  A dragon-ore axe takes 7 times as many workers as the ore alone. (4 on coal, 1 on ore, 1 on smelting, 1 on forging).  Well I guess selling items is just an extra perk and a by-product of leveling, but it still seems like that's too much diminishing returns.

Might be nitpicking, but it's a little sad that the supply chain for mining is more or less the same (actually slightly more involved because of coal) than wood.  Might as well try to differentiate them a little.  Bonus points if they feed into each other a little more (maybe they do and I just couldn't see the mechanics at work).

Haven't quite done my first prestige yet, so forgive me if I'm missing some things.

(1 edit)

Thanks for the feedback, and for taking the time to play the game :)

I agree with a lot of what you've put here, and these are definitely pain points for the game (the peasant dragging in general is weird sometimes, and click areas get blocked by invisible stuff sometimes...). Definitely something I'm working on making smoother - it used to be a lot worse lol.

As to the ore/bar/axe prices - yeah, I have been thinking about making the ore/bar prices lower - but as you say, it's kind of an extra perk to be able to sell them. The alchemist peasants won't alchemize those items, only the axe.

Dragging managers away is most likely just a visual bug, you will still be getting the boost. I'll add that to my list of bugs, thanks!

For mining/woodcutting being very similar, they are on purpose - but I have wanted to differentiate them a bit, thanks for the feedback.

I recommend prestiging if you haven't yet! Opens up a lot more options for the game :) and maybe alleviates your issues a little bit.

Any and all feedback is welcome - much appreciated!