HI.
Yes a popup would be nice. Will keep the work-around in mind regarding the bug.
Just played it once, on normal difficulty, got to around round 20-30.
Nice first experience! Deck building and base defence, a good combination. The ui/graphics is very basic, but the concept itself is great. A nice game loop. Can imagine coming back to it. Is there any active development? I haven't really checked :)
I kept forgetting to use gold to upgrade towers, know there was a hint about it, but I think I was at max gold almost every level where I didn't draw a "Buy card". Kept forgetting, maybe show gold in red when the maximum is reached? To better remind about using it. But I know I'm also forgetful.
Would be interesting if there was different terrain types being generated. Like water/forest and mountain. Maybe they all block building/enemy movement. But they could also enable special buildings. Like mines generate more money next to mountains. Farm more next to water. Maybe forest can be cleared for extra gold? There are many possibilities.
If I clicked on a card to play, and the menu icon was above a valid tile (A tile close to a road which allows placement), it would place the tile there immediately, without giving me the option to place it myself. It also replaced existing buildings. I accidentaly ended up replaces a sniper tower, felt bad. I assume it happens because the same MouseClickEvent is used twice, once for selected the card from your "hand", and once for selecting a tile to place it on. Not sure how the engine is setup, but if the second MouseClickEvent is blocked this issue would not occur.
Otherwise, a really nice first experience!
Can you tell me a bit more about the use case? I think it would vary.
In general I would say focus on visualizing as much information as possible. In my world I for example have the option to click on any tile during runtime, and see a dump of ALL variables connected to that tile. cellId, elevation, neighbourCellIds, temperature etc. This kind of debugging will help enormously, whatever the use case is.
Also make the implementations as separate as possible. If you for example simulate both vegetation growth and plate tectonics. Those should most likely be independent, structure your program such that you could run them independantly to reduce "nested complexity".
Another general thing is parameter handling. Simulations like these might have ALOT of parameters to tweak. Making it easy to select parameters, and do reruns on the exactly same parameters will be valuable in the long run. Also setting up the simulation so that you can create multiple worlds in sequence, save each to file/image and then compare them afterwards, and see how certain parameters affect the outcome makes it easier for you to test, and get the results you desire.
That actually sounds like a really cool idea. But I should probably remove the goo bug, and replace it with an actual species that is so efficient that it destroys all other life.
Maybe some kind of fungus infestation/lotus swarm. The animal version would be xenomorphs :)
An interesting thing in the challenge could be how to contain it. Maybe barriers can be built to prevent it's spread for example.
At the moment no. You can take a screenshot by pressing "c". I've had a lot of questions about exporting images, so that is a feature I will prioritize for the near future. It would include exporting images of a map projection, somelike like a mercator projection.
I can never promise dates or precise timelines. But since this feature has been requested multiple times, I will try to add it in September 2022.
Thanks for the feedback!
Cool concept. Do resources flow into some kind of "town" or "market" in the end? If not, how are the end products used? Are resources like forests "replenishable", or can forest not grow back after being harvested? Think some optimization puzzles would be nice to implement, example: Goal: Produce 10 goal/minute with < 10 buildings, Limitation: 30 minutes. Different puzzles would have different goals and limitations.
Keep it up!