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The green arrow should be fixed in place; I can't even place the generator in the tutorial because I don't know where to place it. :(

Sorry this can happen with odd zoom levels and resolutions. I think its fixed in the main version but this demo version is slightly dated.

thanks for telling me. :)

The lastest demo version is up on a separate game on my profile, it should perform much better!

What happened to the Steam store page?

Steam delayed it a few days, I'll be up soon! I'll grey it out on the new site !

Ah. Cool. I really like what you have going here.

Thank you so much! Can't wait to release it fully!

Very good, rpolished game, mind-engaging gameplay and even some interesting story.

Not sure if it's my very old hardware but i find that when i run the game for a while (10 mins)  it starts to slow down and then just freezes, but when im on something like the pause it still pulsates in a pretty good fps and my ram still only goes up to 2gb. Then i cant move the screen or do anything until I restart the game, thanks for autosave feature.

I will look into any memory leaks or anything else that might cause this. Thanks for the feedback!

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looks interesting, but I can't rotate my buildings. R doesn't work

hmm interesting, rotation seems to work fine for me and others. Any more specifics so i can investigate?

This one needs some work, in order to do the suggested factory production you need to unlock more things that arent available from the start. For Example, to make the basic packaged chip - the first product, you need to etch the silicon 3-8 times, seperate the chips with 3 or more defects, bond with copper wiring, then pack with plastic. You only start with basic belts and an ething machine. Plus the market saturation is an odd choice to have for the beginning of the game when theres only 1 possible product you can make, it ends up with you having to wait 30 secs to continue having fun. 

Suggestions: 1. Have the Market Saturation mechanic start later when the player has 2 or more products they could feasibly make

2. Drip feed unlocking new machines and info to ease into the gameloop, if the intention was that we are suppose to start with just etching then remove the info of what could be done until its unlocked, otherwise its just confusing and overwhelming

3. Defects, we need to start or have a very early/cheap research to deal with it, such as special belts that move only useless chips or a trash can, or maybe a machine that turns it into scrap to resell otherwise we lose a very tight budget

Thank you for the feedback, i think you're correct on the start, its a little too slow, in not wanting to overwhelm its become a little too slow. Ill work on a rework of the start! 
Good point about market saturation, maybe ill prevent that until chip 2 or some time limit like 10 mins!

I have remade the tutorial to get the player to set up a 3X etch production line, removed market forces until after first real chips are produced, and lowered early research cost + given a bit more starter waifers and money to prevent the boring sitting for 30s!

Fantastic improvement

Looks fun, but I didn't understand how to play :X

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Did you do the tutorial? That explains most everything for the early game. But essentially make money go up and get better chips

tutorial doesn't kick in, or at least didn't for me. I'm just looking a guy wandering around an empty factory office with no idea what anything does.

Updated to tutorial to always trigger without the need to click tutorial from the menu. Its skippable for those who don't want to use it. 

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I feel like the tutorial is a little overwhelming now, too much information being passed too quickly without room for breathing and experimenting, without getting anxious about the renting and wasting money, having to restart the game early. This kind of loop for early players can discourage them to play and make them quit.

I will keep playing and trying to figure things out because I like this kind of game, but I feel like you should keep this in mind. There are some things you could do to make experimentation early on less anxious, like making the renting be 0, and only add renting when the player goes to a bigger factory. Or maybe just increasing the starting money would suffice.

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Thank you for your feedback, it's super helpful. It's a really hard balance to find between giving the player a drive and not stressing them too much. I'll try hit that balance (maybe a difficulty mode).