The end of the game hasn't been implemented yet, the whole sequence with the cave collapse is going to be completely optional for those who want to go the extra mile with the weights (which you can also achieve by having multiple characters get fat as well, the combined weight is taken into account). It's going to remain optional for beating the game moving forward as well, but that's a subject for when I actually put out the next version with an actual end of the game implemented. As for the shift clicking, that is in the game, I'll have to double check the tutorial and make sure that I put it in there/made it clear that's an option. The power distribution thing is something I'd have to think about longer for what the best way to implement added complexity if that's something I even want for this game. After all, both building are "the other one" depending on which one you look at first. Food for thought though!
oh, I'm on laptop. Maybe the trackpad disables shift. Oops!
How I thought of it was: If the left one is fully powered, the right one gets the excess. If the right one is fully powered, the left one gets the excess. if both are fully powered, it doesn't really matter where the excess goes
It's just an idea I had. I wouldn't be angry if you didn't take the suggestion of some random stranger.
Oh, not to be the kid who says "what about the homework," but the descriptions of the defensive structures don't have the correct values for the energy requirements. I sincerely hope that the descriptions are flawed rather than the implementation, because I don't know if I could get through the cave when the minimum power for a defensive structure is 20/s
I'll be looking over the values for the energy description requirements, there's a lot of stuff I'm re-tuning with the combat.
The problem I ran into with implementing power in the way you described was that if you have alternating chains of generators and consumers the amounts each individual generator (and thus what they had left over for the next building) to fully power buildings would be variable, and would change based on stuff happening down the chain. Throw in the need for the player to absorb energy and it was quickly becoming more and more difficult to tell what was affecting each building's power at a glance, and was starting to need additional menus to either see what was happening or introduce manual fine tuning of power allocation. Stuff like moving a generator on the right of your base depowering the stuff on the left while leaving the middle alone so you don't see until you walk over there.
Possible to implement? Definitely, but it was starting to get more complicated to manage than what I wanted for this game's experience. But the suggestions are welcome! Even if they're something I've already tried out it gives me an excuse to ramble about game design.
hmm, maybe instead the player could control how much power goes to the left and how much power goes to the right. This would eliminate tha problem of important things happening offscreen with no indication, since a failure in power on one side of a grid wouldn't cause a outage on the opposite side of the grid. I just dislike dealing with the fact that building structures next to a generator will take away power from whatever's on the other side, even if the structure you built already gets power from somewhere else.