Yes, it happened after the MC talked about sneaking out of the village when she was younger. I tried going out the back as it said and got the sky image.
Arcanestomper
Recent community posts
I've given this a few more plays and have started to grasp the mechanics. However there are two issues that I've been having. The first is that the energy supplier radius doesn't seem to be supplying the bigger cytosomes all the time. I don't know if they don't work in parts of the radius, or if they need to be replaced or what.
The second thing is that I saved and exited so I could change the options file, for the ui scale, and when I came back in all the floating bits were gone. Which kind of put a stop to my game since I hadn't gotten my resource collection automated entirely yet. I started a new game and the bits were gone there as well, though they did start spawning in. No spawns on my saved game though.
Anyway besides those issues this is great, and I'm definitely looking forward to where you take it.
You've got the core of something neat here. It just needs a bit of polishing and a lot more content. First when you're placing a machine it should tell you what you are placing. It took me a while to figure out that the little resource icons placed a generator machine. It should also tell you the cost of what you are placing. Preferably you should just be able to select from a menu without having to cycle through the whole list.
Second right now it's very tricky to be able to afford everything. You have to place the resource machines in a very specific order or you get stuck. Either give enough resources for that to not be a problem or preferably give back the resources it took to build when you delete the machine.
Finally it just needs more content. Once I created a row of resource producers feeding into a pit that was it. As far as I can tell the two orange things don't even do anything.
Anyone good luck. The art and animation is nice, and the machines work well once you figure out what they do.
I got through three sandstorms, but they seem to be getting worse and I can't really tell how the sand blocking works. What counts as behind the walls or buildings? Also will there be an update for this. I can't seem to build camel pens or smithies, and of course monuments are listed as coming soon.
I like the concept and the implementation, but the prices are way too high. It shouldn't take ten minutes of upgrading and resource collection to afford the first new node. I mean by the point I managed to unlock the poisonous mushrooms I had three level twenty grasses. If I didn't boost anything it would take another 8 minutes or so before I'd even be able to buy the first one. It's just kind of ridiculous.
Well the only real benefit I can see of not simulating the factories is that it will take into account the actual time for each machine to produce and the items to move on the belts. This is a little more intuitive than it just using the highest machine time and ignoring transport. So that would incentivize making efficient factories. But on the other hand I don't see any reason why you couldn't do that kind of thing inside the factory simulation. It might be a bit more computationally complex, but it would just be once instead of all the time when the factories are actually running.
I do like the fact that changing one machine propagates the change to every other instance of the factory, but again I don't see any reason why you couldn't do the same thing in the kind of factories assembly planter uses.
Also I don't know of any other games that do this kind of recursive factory building, and I would very much like too, but I do know the factorismo and compact machines mods for factorio and minecraft respectively do it.
Also I was intrigued enough to purchase assembly planter. And it's great fun, but after a while playing it I want to reiterate on my point about categorizing factories. If you're going to be making dozens of factories they need to be manageable. Give an option to rename them, sort them, manually change the icon, and it would be ideal if you could split them into separate folders or tabs. So you don't have to deal with all your low level farms when looking for a higher level manufacturing complex.
Since this is a prototype for the factory shrinking mechanic I will focus on the factories. First it was not immediately obvious how to get back out of a factory. I had to get read the instructions again. Maybe put a button for that somewhere. This experimentation with exiting left me with multiple extra factories. Which leads to my second suggestion. Give an option to delete factories. Maybe limited to only factories that have no instances placed to prevent complications. Being able to rename them from the outside and maybe even sort them would be nice too.
In regards to the prototype itself my main other issue was not having enough belt options. With the belts only being able to split equal amounts in opposite directions it substantially limited how well I could place factories to take advantage of large producers.
I got stuck a few times when I left my city power too high and it ended up draining everything. Eventually I managed to get it to the point where I unlocked alternate power sources at which point I just abandoned the nonrenewable ones and let it sit until I had enough research and money to build the spaceship.
The main problem was that there's no good way to tell if you're power plants are working or not. You can't see how much power you are actually generating only direct it. And if you have more than one engineer buying resources it's hard to tell if one of them is not making a profit or not.
Plus the market seems to imply that the prices will go down with population, and that never seemed to happen. Prices only went down once I stopped buying them.
One actual bug I saw is that the geothermal plants get covered up by the credits.
I liked it. It was a fun little game with an interesting mechanic. I did feel like there were two walls where I had to wait a bit to be able to afford the next section. The first was between the 4 and 6 upgrades. With nothing for the 5 tiles I had to idle a bit to afford the 6 tile upgrade. That got me pretty smoothly through the rest of the game until I hit the 9 tiles. Then I had to idle again as the shards dropping didn't quite keep up with the cost of mining a 9 tile.
Is buying uranium supposed to just give a black screen?
As others have said it's fun and interesting how the different mechanics work. But the chemical reactions forcing you to buy one element at a time is annoying. I only used it a few times. Especially once I got the last primary atom and just idled to victory.
Also the star cost feels like there is a bug somewhere. It was giving me a lot of stars even when it said the next one was orders of magnitude more than my current photons.
Well I bought all the upgrades and filled all the slots. I would have liked some kind of ending notification instead of wondering if something else eventually unlocks, but I suppose this is the end.
A couple comments. It seems having more than one weather center doesn't do anything. I didn't notice the augmentation upgrades doing anything. It'd be nice if there was a few more ways to manipulate lightning strikes beside the tesla towers.