Like others have pointed out, the fixed converters make it too easy to solve. I think changing it to having multiple sets of levels, each with their own fixed set of converters and a definite end-point would be better. That way you can’t just use the same strategy over and over but actually have to think what’s optimal per level.
Alternatively some randomness in the converters so you have to be smart about what you want to choose.
OH MY GOD YOU GOT BILLIONS! I myself never earned that much, my congratulations!
About your comment, yeah, a game have a fundamental design problems, its just like a math problem, you know everything you dont jave to make difficult choices, you can just calculate. i eas thinking about making a deck and let player draw cards every turn, but it just a whole new game and balance... So I decided to practice how to make tutorials and end this game(You probably played the older version without good new tutor and a character). But that was my first game, so next one will be better)(I hope)
uh.. the tutorial is very long and explains absolutely nothing about what is actually going on or what the game actually is...
i generally dislike tutorials very very much so i appreciate that you let us skip it. but in this case the only reason i skipped it is because i could see it was utterly missing the mark anyway.
to be 100% clear.. and i want this to be helpful for you: the tutorial absolutely launches assuming the player understands what the game is about, what is going on, and the *type* of game it is. and i don't mean "incremental" i mean things like that it's a turn-based game.
it assumes the player knows absolutely everything important and then teaches them some mundane low level nonsense things.
it's not a tweak you need to do to fix it. you need to toss the tutorial completely, which you won't do because of sunk-cost fallacy (i know scripting out a tutorial is a pain. i've done it. a dozen times.. on games much bigger than this.) and then redo it. completely. which you won't. and i don't blame you.
Ive updated the tutorial so it feels less lecture and more like some hints to solve a simple puzzle. I will be glad if you leave your feedback on my new tutorial, sir)
Really fun game. As someone else said, I found the META and just did that every round and wasn't really challenged halfway through. Assuming you don't fix the exponetial growth since it's somewhat a part of the game, you'd need to fix issues that it can create such as the gained resources taking too long to get to the inventory (this should also probably have an exponetial speed sort of thing where it'd be instant if it's doing a ton).
Thanks for the fun game! here are some thought I have when I play the game:
1. The tutorial didn't expain this is a turn-based game at the begining. In addition, the "next turn" button is so perfect for "tutorial next page". I only understand how this game actually work when I am reading tutorial part 3.
2. The resource collection animation is slow, and it would get slower as the animation process. It is a pain if you have more than a hundred of resource. In the late game when I have 1000+ square to collect, I can only go to next turn and let the animations kepp flooding on my screen.
I cannot figure out what to actually *do*. I click things and sometimes I get told I did good and sometimes I get told I lost. The numbers on the left change sometimes.
if your entire tutorial was just a message box saying what you just said, right here, your tutorial would be 1000% better, more useful, more worth reading.
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Like others have pointed out, the fixed converters make it too easy to solve. I think changing it to having multiple sets of levels, each with their own fixed set of converters and a definite end-point would be better. That way you can’t just use the same strategy over and over but actually have to think what’s optimal per level.
Alternatively some randomness in the converters so you have to be smart about what you want to choose.
OH MY GOD YOU GOT BILLIONS! I myself never earned that much, my congratulations!
About your comment, yeah, a game have a fundamental design problems, its just like a math problem, you know everything you dont jave to make difficult choices, you can just calculate. i eas thinking about making a deck and let player draw cards every turn, but it just a whole new game and balance... So I decided to practice how to make tutorials and end this game(You probably played the older version without good new tutor and a character). But that was my first game, so next one will be better)(I hope)
Yeah, I think unintentionally doing it more like a puzzle game did work out, it just ended up not having a clear end. Good luck with your next game!
uh.. the tutorial is very long and explains absolutely nothing about what is actually going on or what the game actually is...
i generally dislike tutorials very very much so i appreciate that you let us skip it. but in this case the only reason i skipped it is because i could see it was utterly missing the mark anyway.
to be 100% clear.. and i want this to be helpful for you: the tutorial absolutely launches assuming the player understands what the game is about, what is going on, and the *type* of game it is. and i don't mean "incremental" i mean things like that it's a turn-based game.
it assumes the player knows absolutely everything important and then teaches them some mundane low level nonsense things.
it's not a tweak you need to do to fix it. you need to toss the tutorial completely, which you won't do because of sunk-cost fallacy (i know scripting out a tutorial is a pain. i've done it. a dozen times.. on games much bigger than this.) and then redo it. completely. which you won't. and i don't blame you.
better luck on your next game, sir.
Ive updated the tutorial so it feels less lecture and more like some hints to solve a simple puzzle. I will be glad if you leave your feedback on my new tutorial, sir)
Converter fin.
Challenge finish, for now (no spoilers)

what ended me was frigging brutal (and kinda impossible with where i was resource wise)
Really fun game. As someone else said, I found the META and just did that every round and wasn't really challenged halfway through. Assuming you don't fix the exponetial growth since it's somewhat a part of the game, you'd need to fix issues that it can create such as the gained resources taking too long to get to the inventory (this should also probably have an exponetial speed sort of thing where it'd be instant if it's doing a ton).
Ive added a challenge mode and fixed the long animations, give it a try!)
so it turns out some cards let you have exponential growth. i hit the win screen with 2k of everything (including win points)
Thanks for feedback!
I'm still working on balance... It's kinda hard to get right in late game, but wait for future updates!
Ive added a challenge mode and fixed the long animations, give it a try!)
Thanks for the fun game! here are some thought I have when I play the game:
1. The tutorial didn't expain this is a turn-based game at the begining. In addition, the "next turn" button is so perfect for "tutorial next page". I only understand how this game actually work when I am reading tutorial part 3.
2. The resource collection animation is slow, and it would get slower as the animation process. It is a pain if you have more than a hundred of resource. In the late game when I have 1000+ square to collect, I can only go to next turn and let the animations kepp flooding on my screen.
Thank you so much for the feedback, I will make an update that speeds up the animation!
Ive added a challenge mode and fixed the long animations, give it a try!)
I cannot figure out what to actually *do*. I click things and sometimes I get told I did good and sometimes I get told I lost. The numbers on the left change sometimes.
The cards spend resources drawn on their left side and give resources on the right side after you end turn with a big arrow button in top right.
if your entire tutorial was just a message box saying what you just said, right here, your tutorial would be 1000% better, more useful, more worth reading.