Hi, I have fixed the battery issue just now (not pushed yet will be waiting for some other work I am doing) but could you please give me a scenario to reproduce the issue with resource gain/loss display, not sure I quie understand. Do you mean if it is losing resources like if you are fuelling a power plant without enough autobuyers so it is reducing, or do you mean buying something which reduces resources like this? Thanks.
leighhobson89
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I have added version 0.20 - It is most definitely an improvement, and takes into account a lot of the feedback given especially around power management. Unfortunately new saves are required, but There is quite a lot of new content to explore, including a new Space Mining tab, which although not complete, is a stepping stone to implementing stellar exploration and rebirthing on more rewarding and harder stars.
Give it a go, and keep the feedback and suggestions coming! Leigh.
I am going to take it down and work on it some more. I wanted some initial feedback and it was useful. It is not meant to be ready to play yet, and my new changes will break saves, so I am going to take it down, and keep working, with the feedback I wanted in my mind, watch out for good things soon!
Hi Xtraluis its nice to speak with you again, I remember you from the Chips shop project. Hope you are well! I am enjying creating this project, I have just released this sample to check that my cloud saving is working ok. The game can evolve a lot from this point, I want to add a prestige layer in the form of the star map, like resetting on different stars with different weather and to actually have a goal not just unlocking resources.
i am open to ideas on which direction to take it, as I kind of just opened the IDE and started coding randomly without much design. Hopefully I can get you to playtest any new versions.
I havent played it as fully as you say, how did you find the balance, would you be able to give me any feedback related to the pricing and how it increases, does it seem to be ok or too slow? I have some empty tabs where I am planning to add upgrades to supercharge production, i am working on the energy tab to show consumption a bit better, to help to avoid the power tripping out, when you buy too many autobuyers.
would you say overall it could be a fun game when it is fleshed out a bit more? Thanks and have a great day!
Excellent feedback. Its very early, in fact only published so i can make sure the cloud feature is working properly. i am thinking i will take it down to carry on the development. But then, getting this sort of feedback will help me no end. the game still lacks a goal and prestige, so i am open to absolutely any ideas. Definitely going to take a lot of your points.
The point of fusion is that you cant gather everything yourself (or wont be able to) but actually there is a whole new section called compounds that has things like water, diesel, concrete, glass and they are the hard to get resources - because you cant auto buy them, and need to create them from resources, ie 26hydrogen and 12 carbon makes 1 diesel and that is fuel for the basic power plant. etc
The balancing is going to be the hardest part, but i am glad you see the potential. I will give some thought to making space in the screen for showing a tech tree. I already have a graphviz one i use for dev purposes which i have shown here but as yet it is not in the game but could be if it would help. The tech tree shows where the game is generally headed, and the prestige will come in when you can reset on other stars. The other tabs will have the upgrades to give multiply boosts etc, but still on the drawing board.
Thanks again and please follow so we can talk more, i liked your effort to feed back! Leigh.
Thanks dude, I always love your feedback, its super helpful. I will look at the volume levels. There is code in the sounds of the cutting potato where it starts the file and stops it if you fall below 1 click per second and then restarts it. It is a way so that it doesnt have to do one chop per click as that would be too many and annoying, so instead it plays a slow paced chopping file for as long as you click it (or until it reaches the end and starts again), the peeler has a file too and that one you definitely cant hear. I will tweak the sound files volume and get some better samples. But I like the way it is turning out, I also like the prizes across the top, although I may improve the icons as the contrast is bad on some like the bronze class of bonus.
I have released a new version of the game that has redesigned the UI completely from scratch using Bootstrap 4.41. I think it looks much more sleek, and it has given me the chance to address an issue with investments not working in the previous version without having to build on bad code. Please try it and continue with the feedback. I am going to look in to adding more content soon now that i have a good base foundation. Feel free to suggest what that should be, and anything else.
Note: I have made the interface larger and so scrolling is possible depending on your device resolution. This is not designed for mobile and so you will probably have issues if you try.
there is a bug with investment part. the workaround is save and load the game when you have unlocked that but i will fix it. Im struggling to know what to do for the best, because the investment part accelerates the player to the required money to float on stock market and win. Roulette seems necessary to get the user up to 20k for the investment part, that is how i have managed the money - you are right that more content will help, like doing other food worth more money, or changing prices will affect amount of customers but make more money etc. ill have a think and thanks for sticking it out, its very nice to hear. If you have any ideas id be happy to accomodate them!
well done on finishing my game, you are the first one i think!! Im going to work on building it out a bit more!
also your screenshot reminds me i have to disable the roulette wheel on the win game popup because it could create some unstable situation for the final shift which is fixed snd calculated so that you fry up one batch only to make a million and trigger the end game.
Would love to know your feedback to the following balance changes:
- I have made a few changes to the pricing so perhaps it is more balanced, the first updated buy price for each upgrade is shown as per the debug screenshot below.
- I have increased the shift length to 1 min from 45s.
- I have made the max delivery cap 1000 instead of 750
- I have made the chips waste after a specific fried batch are sat there for 10s instead of 20s, so you have to be mindful that you serve them up straight away.
- I have made the storage bin heater give a x2 increase in the time it takes them to waste, so 20s now, with the heater. These changes with the heater allow the mechanic to actually take part in the game a little bit now.
(Also I'm from the UK and this game is based on around what people in the US would call a French Fries Shop, so it's that kind of Chips, hence the heater to keep them warm!)
gonna get to work this weekend thanks its all excellent feedback man thanks!
The storage heater idea is that it extends the time it takes for the chips to start wasting (from going cold) from 30s to I think a minute but obviously at the moment it cant work properly as the shift length is only 45s. Dont want a 2 min shift so im going to give it some thought and see what i come up with.
Great feedback thank you. The potato delivery amount can be upgraded but much later on to easily deliver up to more than the cap. Are you saying you would like to see that introduced earlier? Maybe reduce the price of the first auto locks a bit then? The storage heater, before buying will cause chips to disappear one by one after they have been sat there 30 second, and when bought this is raised to a number higher than the shift, but yes you end up with chips left over if you fry too many. What about the shift length does that seem a reasonable amount? Does the spinning wheel not help progress a bit? How far did you get in terms of upgrades or your job title (job title affects prize strength)
Thanks very much for your feedback,. L
I have uploaded a new version. It is still very very early, but there are some more mechanics to play with. You should get a basic idea from this what it is about. You can upgrade territories, buy military, attack other territories in the correct turn phase. Work in progress, but I will welcome feedback, and bugs found, if you want to have a play!! Thanks!