very promising game as always, great ui and art and gameplay
theres a bug right now for me, where the 25% total sell price boost is shown properly on the sell window, but I only get the original price paid to me.
Theres another sell price bug too thats probably worse, where crafted glasses and jewelry gets sold for 51x the base value... so I'm getting $62,500 instead of $1,250 for 1 rose glasses, and $397,800 instead of $7,800 for 1 antanium-diamond necklace. at least it gave me a lot of money to try fun miners that went so fast it looked like they broke the game after I finished everything lol
I unlocked everything and i think right now the balance needs a lot of work.
Im leaving a lot of feedback about it because I this game, I like all your games a lot. even though im only listing things I think could use fixing and that maybe looks negative, dont take it the wrong way i think its great, and im sure this will turn out great without feedback im just pretending im a playtester
heres a lot of my opinions and feedback
- I wish there was a button to toggle the engines on and off when mining or to slow down... going super fast is fun to get down to the depth that stuff I want at the time starts appearing, but still going that fast when I get there i started just waving my mouse around randomly or leaving it to go completely straight because I couldnt aim for anything specific from going too fast
- right now the progression from 0 to 100 has an abrupt swtich, it goes like... 0%... 3%... 6%... 10%... 12%... suddenly 80%... 100%. once you figure out the auction and your miner gets to a certain point, the game switches from barely affording things to a huge influx of funds and easily unlocking something after every drill for artifacts until you're done. the early game could go a little bit faster, and the late game could get slowed down? idk how youd do that though
- I never really had time to enjoy the "building your miner" aspect of the game until I had already finished it and had a lot of money, because I was selling parts to recover costs and avoid the part price inflation, and you don't spend enough time at different part tiers to really get a miner going before upgrading everything again. (also itd be nice to be able to rearrange the miner parts dragging them) my miner never had more than 5 parts on it until near the very end
- need to be able to see what the future upgrades are + how much they cost before we get there, when I played I opened extra browser tabs of the game to use my limited money to see further ahead so I could plan better (extra tabs so that i could check that but then close them, and save with original tab). same for drill parts, with how prices scale its hard to know if I should sell multiple things to afford the next one up instead and if itll be better or worse.
- was confusing that alloy smelting was a separate upgrade from alloy crafting, especially since I couldn't see future upgrades and didn't know smelting was an upgrade.
- it took me a while to realize you could horizontally scroll with mouse wheel on the menus, ui not clear. scrollbars would help a lot. also took a while to realize that the top of the drill menu lets you switch between 3 drills.
- in late game especially, need a way to set the autosmelter and autocoal employees to only stock and fuel specific furnaces (to block autosmelters from using ores that I want for alloy crafting, and make coal get spent only on specific ores I want to go faster instead of wasting on all
- im sure you have this planned but itd be nice to see the miners total current stats instead of having to count up the inventory space and health and armor from all the different piece
- the gem game was challenging, sometimes frustrating (the good kind), because i think the timings change each time so you cant get into a "rhythm" of when to hit the points even though my instinct is to find the rhythm. I liked that, it very like it would be felt hard to get good at it. Itd be nice if broken gems gave "gem dust" or something though that had a small sell price so losing gems felt less bad.
- some of the upgrade prices feel off, especially the ones in the $ category... Negotiate 1 costs $1000 and increases sell price by 5%. In order to get your money back on that investment, you have to sell $20,000 worth of goods and in the early game thats a lot. ($20k * 1.05 = $21k, at that point the investment is repaid and profit starts) same thing for discount ticket, $2000 for $50 off means 40 auctions before you turn a profit on taking that research
- lot of small things arent clear how they work (idk what reputation does besides unlock auction, I dont know what the reserve tank stat does compared to regular tank, I dont know how battery works or "recharging without moving", I dont think ive seen kamikaze do anything, it should say what the difference between pipe bomb and dynamite and claymore are, it doesnt tell you you get multiple items when you perform a craft (like crafting x1 filer gives 2), doesnt explain how to use items, stuff like that)
- the second time I tried the auction house I understood it, but i dont remember why but the first time i tried I didnt understand at all and wasted $400 for the ticket since it sold for way less than that. I mightve even just tried clicking the gavel first thing and sold for the base price, i dont remember. since theres a cost to learning how to play it (and $400 is a lot until youve played the auction at least once, since most money from auction) I think this part of the game could use a little more guidance for what to do somehow, even though a lot of the rest of the game overall is clear without instructions or tutorials
that ended up being a lot more than i planned to write sorry lol