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(+1)

The situation with bricks is a bit unfortunate. I tried to revitalise the water mixer later on but exceedingly few things needed water, and I didn't want to just shoehorn in something.

Most of the other things aren't avoidable due to performance overhead. If someone puts down, say, 1000 water mixers then it would crash (Quite literally, since the framework I'm using already broke with too many list renders last time I checked)

Not really sure how the autoseller upgrades would work since it already sells as quickly as possible (No resource production, even at endgame, beats it). The idea of the autoseller as an overflow controllers is neat though.