Hi John, it would take me a lot of effort to do that at this point, but maybe in the future!
pbrane
Creator of
Recent community posts
Yeah I am currently working on the balancing!
Everything needs a specific amount of the previous to unlock but it's way too much later on. And also like you said you beat it with half the time left so there's more balancing there too.
I did cap time expansion because it just started getting ridiculous, my ~algorithm isn't very smart yet so eventually the expansion got really crazy high. It should cap at 1000 exactly but I think I have a rounding error floating around in there somewhere ;)
But thank you so much for your feedback, like I said I'm focusing on balancing but I also am going to fix that rounding error based on what you pointed out!
Of course! The game was written in Vue 3 and I knew I wanted to use a component library for the menus, tabs, buttons, progress bars, etc.
I used Naive UI https://www.naiveui.com which has most of what I wanted. This takes away some of the mystique, probably, but I thought the circular progress bars were cool so I incorporated them 😂
I guess I approached the design as if it was a business application, but made the colours snazzy. Let me know if this answers your question or if you meant something completely different!
I'm glad you enjoyed it :)
I totally agree about the tooltips, I originally had them on the research buttons too and they are so annoying and get in the way. Noted on your other point - I originally thought it wouldn't be necessary but I either have to balance it so you need far fewer, or allow bulk buy/sell!