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I wasn't sure you guys were still making new games! This is great news I have loved your stuff in the past.
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# ¿ Jan 20, 2017 21:41 |
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# ¿ Apr 28, 2024 07:51 |
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The game feels like it draws from egg inc a ton. if you haven't played it you'll be confused I feel. I think a bit more of a sandbox mode where you chose what type of industry goes on each tile even if the correct answer is 1:1:1 like now being able to make that mistake feels important QoL: I have a quest for 5 Starbit Coffee shops. I assume it's blue based on the name, but I have no idea what is looks like, there is room in the popup can you add the graphic and the tile color? First Impressions: I'm enjoying it but it seems to be lacking the staying power of your other games I'm not sure how to fix it though maybe I'll think of something but right now I feel more like week 2 into a Nimblebit game than first day addicted which is usually holy crap when why is the sun coming up it's 5AM? I have to leave for work in 2 hours guess I'm not sleeping. e: cars (and planes) feel a bit active what if the coin / bux got a bit higher in value as you left them, or a lock icon on the screen that would let you sweep your finger to quickly get multiple. With how fast they generate having a bunch unlocked feels more like a chore than a reward. Also mile stones with keys that unlock at all map levels, even if it's stuff that already exists like say at 150 keys you get an airport even at map 1 would make it feel like there is more progress and something cool. But completely unique stuff would be awesome. pixaal fucked around with this message at 02:55 on Jan 21, 2017 |
# ¿ Jan 21, 2017 02:49 |
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marshmonkey posted:Yea, I definitely think that we need to give players more of a reason to be *completing* each city. Right now it's just thrown out there as "this is just how it works". Make the island size you want fully visible but the roads would be hidden until you bought plots. So as you buy plots roads get built and more plots to buy are unlocked. The first level likely wouldn't change but the later levels parts of the island would be revealed as you purchased things making it feel more like you are progressing and going going well I'm going to buy all the blue tiles and buy the blue tile upgrades first!
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# ¿ Jan 21, 2017 05:43 |
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eeenmachine posted:Great stuff, thanks guys. I think I'll definitely try out letting the player pick the zones and maybe just limit them to a certain percentage of total lots. Specialization slots would be cool too, maybe the car dock and airport are a type but you could also build a casino a broadcasting tower , something to draw people in and it would change the optimal ratio of zones or at least give some at bonus. Similar to how later SIm City games had that. It would give you a reason to want to start over so you could try something else and it would feel a bit more like you are allowed to experiment more than more of the same. You could even have these things unlocked using keys and each level starts with one or two so you might go hey they have an airport what will go with that on the specialization tile? (likely some tourist trap or center of business) these synergies could even be hidden until you are running them for a bit and you get a notification "The casino and airport seem to be working really well together! They are producing 15% more income than expected!" The game feels like it's missing features which is fine it's early access. It has a good bit of potential.
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# ¿ Jan 21, 2017 15:45 |
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IrregularOreos posted:
These exist as missions though I think they may just be in a set order and in limited amount based on how they are going but could easily be done as a daily or something to encourage it / make it more obvious why you'd want to early in the game. IrregularOreos posted:
I agree with this, the first time you upgrade power it's actually kind of strategic due to the price so I tend to upgrade a few other things. Later upgrades are cheap enough that it's just a minor cost to having more buildings. It either needs to be expensive enough to be a road block (and the bux upgrade to decrease power usage worthwhile) or removed since it just feels like this thing you need to press 3 buttons instead of 1 to buy a new building every 20 or so. That or different power plants as options so I could make a ton of coal plants that are cheap and polite the city driving down the income of residential buildings or something. pixaal fucked around with this message at 01:57 on Jan 22, 2017 |
# ¿ Jan 22, 2017 01:54 |
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graventy posted:I'm too lazy to re-download Egg, Inc to compare, but ten minutes seems incredibly stingy for a doubler. When I play a session of this it tends to mean at least two or three ads, which is tiresome. There are upgrades to increase it, but the base feels pretty low yeah.
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# ¿ Jan 22, 2017 16:07 |
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Any goal for when you will have the next build out? Sounds like there are going to be some pretty significant changes and you don't really need any more feedback on the current version.
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# ¿ Jan 23, 2017 22:57 |
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Yeah the game feels like it has a solid core but its ultimately flat like Sim City 2013. Thankfully devs aren't going to abandon this like EA did with that. I'm pretty sure there is a salvageable city game in the SC2013 engine. Only issue I currently have that isn't being addressed is that the end feels like poke a bunch of plots to finish buying it up which is tedious and that stacking levels on large plots makes the most money so there is little reason to expand until the very end. I feel balance more towards more plots (synergy, and/or population being a key factor into income and maybe the other way) also not needing to fill all the plots would feel good which I think has been mentioned. But this does not address the issue of it feels like expanding is actually going to hold you back.
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# ¿ Jan 24, 2017 16:31 |
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Enigma posted:I do. Nexus 6p as well. lags on Nexus 9 and Memu (emulator) and Memu doesn't really lag in anything on my computer.
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# ¿ Jan 24, 2017 19:39 |
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DaveKap posted:Careful, if you go any further, this'll turn into a Kairosoft game and having a large variety of semi-related buildings near each other will offer further bonuses! That sounds amazing I love Kairosoft games! Krairosoft city builder with RNG plots that you can lock in sounds like a ton of fun. I would probably waste thousands of hours trying to get the perfect combos up and running for my free time don't do this, if you can find a way to make money from the digital crack that would be go ahead. If you guys haven't played a Kairosoft game you really should. Just not any of the Dev ones they are amazing, but wouldn't help you with making this game go back and make them after. Speaking of any chance on a Nimblebit take on Game Dev Story? pixaal fucked around with this message at 15:31 on Jan 25, 2017 |
# ¿ Jan 25, 2017 15:27 |
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DarkHorse posted:I'd recommend upping the starting cash so you can get lots of lots started right away but don't ruin the anticipation of a new city. What about if spending keys also increased starting cash making it not feel like a huge slot when you start over. You have 200% increased income but your starting point is low and that first map is boring and sucks to do over and over. If I could get enough keys to instantly buy all 4 plots I'd feel like I'm progressing.
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# ¿ Jan 27, 2017 15:32 |
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CaptainCaveman posted:Oho, I agree with this. I couldn't figure out what felt kinda off about it, but this is it for me too. Unfortunately I don't yet have any ideas on what could be added for it. What about Random Bitizans in each city, number of them would be equal to city level number. They would have a favorite place to live, work, and shop. You get bonus bux when you complete the level if you have these locations. There could be overlap so if you get 2 guys that like pizza hell yeah!
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# ¿ Jan 30, 2017 22:45 |
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# ¿ Apr 28, 2024 07:51 |
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BobTheJanitor posted:I don't think that's the case. What appears to happen in my experience is that the bar itself will not actually go down, but you no longer get credit for the building. For example, if you were supposed to build 4 gas stations, and you had 2, you would see 2/4 on the bar. If one of them was replaced with something else, it stays at 2/4. If you then build another one, it still stays at 2/4. If you get yet another one at this point, only then will it go to 3/4. Essentially the quests should be worded "Have X of <building> in your city at the same time" It used to work that way they changed it when people asked for what you want, it to auto historical or count even if it goes away. Both were seen as. It in the spirit of the quests. Between that and how annoying the later cities are to finish buying stuff it's clear Nimblebit hasn't played their own end game. I have loved all their other stuff but this just kind of fell flat.
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# ¿ Mar 23, 2017 12:43 |