The concept is there but some of the automation is really rough to get your head around.
If you get the chance, some QoL features would do this game wonders:
- Let funnels / logistics buildings snap to others (fiddling with near pixels is painful at best)
- Let us toggle the transparency of large buildings so we can work behind them / connect things to their north edge
- Give Miners a footprint larger than their ore source, so you can connect to them from more than two sides
- A short tutorial that explains the basic progression / what unlocks what. How to use Funnels and belts would be excellent!
- Optional Dash / let the engineer be moved by conveyors
- Dialog boxes that persist, rather than having to right click the NPC each time and then navigate on to the next answer.
- Let logistics buildings ignore collision with items (on conveyor belts) when being placed, let gates face up/down
- Remember the style of building (/ length of conveyor) last placed if you set down / run out of placeable items
Only had two bugs with the game:
- Placing a display board with a Sterling engine as a source would crash the game
- The recipe for Grilled Cheese Sandwich may be missing a toggle for it's up / down arrows. I couldn't make it with two puffy bread, thicc butter and soft cheese, but I also see that sturdy paste can be made into it so that seems like something off.
Overall this has clearly been made with a lot of love. The modifier + mouse click scheme took a while to get used to but it works well enough, especially once you learn that space+click can remove buildings.
WG game devs are honestly something else... amazing.