I like testing webgames and giving feedback where appropriate. This one's 3rd in line for me on my list. Give me about a week please for feedback...
Okay, finally getting to this one:
- Is there any need or impact for units to be physically connected / adjacent?
- How does the autobuilder work?
- Am I aiming for any particular goals?
- Is there a good place to go to get a working understanding of how the various buildings work?
No i think you can build anything anywhere.
The autobuilder needs to be used at the same time as having a building type selected in the palette. It automatically adds buildings of that type as long as you have enough money to pay for them.
No goals really, just don't go bankrupt. I tried to get enough money to invest in Hydrogen storage but it seemed like it would take a long time or I'm missing something big.
I don't know what most of the buildings do, just panels and batteries.
Played it some more, just now.
- It would be helpful if the game had an option to run in a passive tab. Right now, the tab must be focused to run, which is kind of a killer for a slow-developing game like this.
- When there's a bank warning, it would be helpful to auto-pause the game at that point, allowing the user to make appropriate adjustments before continuing. The 10x speed-up is really helpful in general, but a bank notice situation is where it can really hurt, via not allowing enough time to react.
- This is a fairly dry game, but I think it would be a lot more fun if it was played after a short article or video about what the various units did. That would naturally stimulate curiosity...
- I had a slow-building setup (no debt) that I was hoping to be useful in purchasing the more expensive buildings. It steadily made money, and I assumed all was well. For some reason, however, it suddenly started losing money, and when I caught wind of that, I wasn't quick enough to prevent bankruptcy. I'm baffled as to what happened, as the current price seemed to be good, one of the few variables in the game.
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