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I'm thinking that the 'historical' checkbox might be a bit too broad of a term... Either adding a description, or calling it 'historical landmark' instead to imply not changing the building type might help get that idea across a little better.
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# ? Jan 21, 2017 22:16 |
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# ? Jun 10, 2024 12:49 |
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HelloWinter posted:I'm thinking that the 'historical' checkbox might be a bit too broad of a term... Either adding a description, or calling it 'historical landmark' instead to imply not changing the building type might help get that idea across a little better. Yeah, this would have helped me. Also, I see the piggy bank on the upgrade screen goes up as I spend bux but clicking on this takes me to the shop that's closed. What's going to be the use of this function?
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# ? Jan 21, 2017 22:18 |
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Yea, we definitely need to add a little (i) info button next to the historical checkbox that pops up a description of what it does.IllegallySober posted:Yeah, this would have helped me. The piggy bank goes up every time you research stuff in the game, and you can buy however many bux are in it for a flat price in the shop (forget what it's set at). So it becomes a better and better deal the longer you play the game.
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# ? Jan 21, 2017 22:26 |
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I've got cloud sync showing the same ID on two devices, but there's no syncing going on.
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# ? Jan 21, 2017 22:41 |
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After playing around with this for a couple of hours I agree with almost all of the feedback in this post, particularly the ones I bolded:Chadina posted:I had a lot of time to kill today with just my phone and spent way too long playing this. It kept me hooked for awhile, but I already feel burned out on it. Some thoughts: I'm still having fun and looking forward to what changes might be coming, but I'm strongly in favor of an expansion model rather than advancing to a new city each time.
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# ? Jan 21, 2017 22:50 |
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Are you supposed to be able to build to 120% power? You can build 3 large plots before upgrading your power which takes you over 100%
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# ? Jan 21, 2017 22:55 |
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Just found another one of these too.
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# ? Jan 21, 2017 23:00 |
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For those who are curious, NaN means Not a Number. It's what tends to get returned when a number is expected, except the result is anything but a number. It might also appear when a negative number is returned, but I can't remember anymore... From what I can tell, it's not specific to any building, but to the code that queries what the number should be, or the code that determines the number.
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# ? Jan 21, 2017 23:10 |
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Something else that would be nice would be to expand the possible "task list" from 1 item to 2 or 3. For example, right now I have to build two baseball fields in my city, which means I'm stuck at the mercy of the RNG and depending I'm quick enough to lock it as historical and/or push the task list button- but I can't be working toward any other task at the same time.
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# ? Jan 21, 2017 23:24 |
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Referee fucked around with this message at 23:36 on Jan 21, 2017 |
# ? Jan 21, 2017 23:32 |
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IllegallySober posted:Something else that would be nice would be to expand the possible "task list" from 1 item to 2 or 3. For example, right now I have to build two baseball fields in my city, which means I'm stuck at the mercy of the RNG and depending I'm quick enough to lock it as historical and/or push the task list button- but I can't be working toward any other task at the same time. Yea, that would be a good system I think.
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# ? Jan 21, 2017 23:40 |
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Do I understand correctly that the buildings I unlock with keys are thrown into the random rotation of buildings that can show up, but the bonus I get from unlocking those buildings is permanent and exists regardless of whether that building is currently in my city or not? I'm guessing yes but it's a little unclear. Edit: Also, when I prestige for the first time, I had 29 keys. I bought the first two buildings and had nine keys left over that I couldn't spend anything on. When I restarted, I was back to zero keys. Seems like those extra nine keys should carry over, yes? Edit 2: The last post on the previous page answers my question about where my keys went, but I agree with that poster that this should be more obvious. Referee fucked around with this message at 00:27 on Jan 22, 2017 |
# ? Jan 22, 2017 00:20 |
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IllegallySober posted:Do I understand correctly that the buildings I unlock with keys are thrown into the random rotation of buildings that can show up, but the bonus I get from unlocking those buildings is permanent and exists regardless of whether that building is currently in my city or not? I'm guessing yes but it's a little unclear. Correct about how they work. Yea, can se how that is confusing, re: key counts.
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# ? Jan 22, 2017 00:42 |
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Played a whole bunch since, despite saying the worst thing about the game is the fact it's an idler, I am an idle game player and enjoyed Egg Inc. only to eventually come to hate it because it gave me no real way to upgrade the actual idle time. As such, I'd like to say the bank upgrade in this game is a godsend and thank you for that. Over all I like the flow of the game a lot. The idea that it sorta moves from "hit construction over and over" to "try to find specific buildings for this mission" to "auto construction is fast enough that most of the game is just tapping on vehicles and waiting" is a pretty neat thing for an idler. It's kinda obvious that the only way to play is with the 2x boost on so the restart button for the ad is both welcome and, well, enjoy your ad revenue. :P So yeah, over all, good poo poo. Not the "actual game" I want but seeing as how I only play idlers at work now, this is a welcome change up to the routine. Edit: Oh yeah, something I'd totally spend those Game Dollars on? A way to have construction happen while I'm not running the game. I'd totally accept it only working for a certain amount of time, or having a separate sort of "bank" to deal with it, or have the construction just be really slow... but just having some way of making it so I can get more out of idling is always good, especially for the "build 1000 buildings" type missions. Edit 2: The ticker tape at the top idea you mentioned is a good one, since that's one of the things I miss the most from SimCity 3000 that they never pushed forward. However, since that is a ton of writing required, why not just go the Egg Inc. route and have random story pop-ups happen at milestones during the game? Like at the start and end of building a city, for example. DaveKap fucked around with this message at 01:16 on Jan 22, 2017 |
# ? Jan 22, 2017 00:59 |
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I've only put in a couple hours, but my comments have all been covered already. The main interruption to my fun is the city reset and having to complete the same unlocks multiple times. Things such as the bank are a pain to do because I want to be able to step away and collect my coins tomorrow morning but that isn't an option until you've done some work on the new city.
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# ? Jan 22, 2017 01:05 |
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Long-time Nimblebit fan, and also a fan of Egg. Inc and SimCity games in general. Some initial thoughts on the game (after a few hours and a couple of levels): - Love the look, exactly what I had expected when I heard about the game. - Re: expansion vs. reset model: Agree with whats already been mentioned in the thread, having your city destroyed and rebuilt every level ruins any attachment I had to my city, which isn't what you want from SimCity type games. - Agree with the adding of bitizens into the game. The game feels like it has a lot less personality than the previous bit games. Having a bitizen chime in every now and then asking for something would be nice. Or maybe have bitizens roaming the streets and have a search for the bitizen mini-game. - Re: historical buildings. The feature needs a quick note/explanation. Also seems pointless, as I haven't seen all the buildings yet (nor is there an encyclopaedia of buildings to refer back to), so I would favour cycling through as many buildings as possible first to see what's out there. Also pointless if I'm going to restart my city soon/eventually. - Maybe turn the historical buildings into a side-quest ala Tiny Tower (the stock these 3 products for bux mini-game), where you have to collect 3 types of buildings in your city to get a bux bonus - Power seems like an arbitrary gate/money sink, maybe progressively buying power ala SimCity type games would be preferable. Otherwise an enjoyable game so far, really fulfils the "Egg Inc. meets SimCity" description.
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# ? Jan 22, 2017 01:42 |
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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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IllegallySober posted:Something else that would be nice would be to expand the possible "task list" from 1 item to 2 or 3. For example, right now I have to build two baseball fields in my city, which means I'm stuck at the mercy of the RNG and depending I'm quick enough to lock it as historical and/or push the task list button- but I can't be working toward any other task at the same time. Additionally, if you guys consider this, also probably the ability to reroll a task would be nice.
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# ? Jan 22, 2017 02:03 |
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I wish it prioritized upgrading the newer plots too. Or if you had the option to choose plots to upgrade. Some sort of timer here would be nice, too. I Egg, Inc'ed a ton, so I know the general upgrade path, but I have no idea what benefit I'm getting from building 1:1:1 residential/commercial/industrial. Is there a benefit? I find the upgrades a lot more confusing than Egg Inc. Maybe because Egg ties them all together? Like, I know I need to upgrade vehicles there, because I need the space and it shows me that. I know to upgrade vehicles here because it makes my number go up...otherwise? Granted I am a dummy. Is there a tutorial? I skipped it too. Also on iPad I see IMBLEBI when I open the app, like its zoomed in too far on the logo or something. Ok see if I can take a photo.
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# ? Jan 22, 2017 03:06 |
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So not a bug, but my fiancé accidentally spent her starting money on upgrades and then couldn't buy land. She was only on level two, and once I showed her that she could prestige it was alright, but she was really frustrated and confused for a minute. I'm not sure how often this would be a problem, and certainly wouldn't affect someone who has spent time with the game, but for the random person downloading this on a whim, this might cause then to uninstall pretty quickly.
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# ? Jan 22, 2017 04:02 |
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Found some slightly inconsistent behaviour with the "have X of X" quests. With the 2 Baseball Fields one, after I got my first baseball field the quest logged 1 of 2, and then when the baseball field got auto upgraded to something different, the quest stayed at 1 of 2 - suggesting that you only need to 'have' it in your city once per plot But then with the 4 Starbits quest, when my first starbit got auto upgraded, the quest went from 1 of 4 to 0 of 4. Which of these behaviours is intended? The first one is far less lovely, imho, because the second one entirely relies on you spotting a starbit and making it historic before your auto upgrade grabs it. Which is not fun. Generally speaking, as someone who played Egg inc and your other games, the only thing I'd add to other's feedback is that the upgrade system is missing something vital that I've been struggling to put my finger on. With Egg, the ugprades were all super intuitive, easy to understand, and sensibly scaled. I'm not sure why, but in this the upgrades just feel completely arbitrary and hard to digest. I'm not sure if it's because of the wording, font, etc, but it's been bugging me. There's definitely something about the legibility and clarity of the upgrades that's just wide of the mark. Otherwise, it's a fun little game. I don't think it quite feels like its own game yet, it really hews so close to Egg inc that it's basically chicken farms of different colour, but bitizens and a longer term attachment to your city would go a long way.
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# ? Jan 22, 2017 04:07 |
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The game is pretty satisfying to play, but I'd really love a list of which buildings go in which lots for the "Have X of this building" quests. I spent most of a city rerolling small lots for a baseball field... when they go in large ones.
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# ? Jan 22, 2017 04:32 |
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To balance out the critical feedback I've given, I should also tell you I've spent almost all of today playing with this- so it's got a hook, at least
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# ? Jan 22, 2017 04:50 |
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How do the prestige buildings work? Is the bonus only active when they're on the map, or is it a general overall bonus to income?
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# ? Jan 22, 2017 06:22 |
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causticBeet posted:How do the prestige buildings work? Is the bonus only active when they're on the map, or is it a general overall bonus to income? It's a general bonus
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# ? Jan 22, 2017 06:32 |
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causticBeet posted:How do the prestige buildings work? Is the bonus only active when they're on the map, or is it a general overall bonus to income? I had the same question and marshmonkey chimed in already IllegallySober posted:Do I understand correctly that the buildings I unlock with keys are thrown into the random rotation of buildings that can show up, but the bonus I get from unlocking those buildings is permanent and exists regardless of whether that building is currently in my city or not? I'm guessing yes but it's a little unclear. marshmonkey posted:Correct about how they work.
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# ? Jan 22, 2017 06:33 |
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One more piece of feedback before I go to bed- it feels weird to me that no matter what I build the bitizen count immediately jumps a static 1,000 every time. Even if it was the same result, I think I'd feel like I was progressing better if this was on a rolling count like everything else in the game. I'm probably not articulating this well but what I mean is if after you built something if it still went up the same 1,000, but took 10 or 15 or 30 seconds to get to that number. Related- I always know to move on to the next city I have to build something in every single empty zone. Does this absolutely have to be the case? If I'm not coming back to these cities anyway, why couldn't I finish and move on with a few zones left undeveloped? Or, if I chose, I could stick around and fill out the city if I'm a completionist. I feel like this would go a long way toward getting out of the "check every box and move on to the next" mindset. You could award 2,000 or 3,000 bitizens for the larger zones (which frankly would make more sense anyway). All right, enough out of me for tonight.
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# ? Jan 22, 2017 08:55 |
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Please make ads respect in game audio settings. They play loud as gently caress and it's awful if you have headphones in.
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# ? Jan 22, 2017 09:40 |
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I also just had my game wiped. I didn't touch the cloud stuff and was just reopening through the bank full notification. Doubt I can really give any more helpful information
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# ? Jan 22, 2017 09:59 |
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After playing since last night with no issues, I just opened the app and all my progress (current city, unlocked locations, saved keys, piggy bank, purchased game upgrades) is lost. Galaxy Note Edge, Android version 6.0.1. I also agree with the general thread consensus that having to restart cities is somewhat dissatisfying. I have no problem with pre determined lots, but would like to see some sort of actual difference between buildings (residential giving more bitizens, business more income, service maybe increasing car bonus rates). Even if all roads eventually lead to the same point, I feel like that sort of variety would open up the possibility of different city builds being more efficient. (At the moment, the best bet seems to start with all residential properties since Housing Taxes opens up sooner and is cheaper than other property specific upgrades.) As a fan of idlers, I would continue to play the game as is, but I think some tweaks (and that bitizen ticker that was mentioned) could really make it something special within the genre.)
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# ? Jan 22, 2017 10:09 |
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i dunno if you can even really call this game an 'idler', since you can make more money from about 10 seconds of clicking vehicles than several hours worth of idling gets you
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# ? Jan 22, 2017 10:15 |
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the cool posts kid posted:i dunno if you can even really call this game an 'idler', since you can make more money from about 10 seconds of clicking vehicles than several hours worth of idling gets you This. I feel it's more like playing Bitcoin Billionaire than idling.
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# ? Jan 22, 2017 11:06 |
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Hey, are the "game" bonuses permanent/persistent? The ones you spend the green bills on?
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# ? Jan 22, 2017 12:39 |
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Rupert Buttermilk posted:Hey, are the "game" bonuses permanent/persistent? The ones you spend the green bills on? Yep, they stay when you prestige.
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# ? Jan 22, 2017 15:02 |
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Are all the folks getting their games wiped playing on Android?
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# ? Jan 22, 2017 15:52 |
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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.
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# ? Jan 22, 2017 16:04 |
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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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The "upgrade a building automatically every X seconds" needs some work. I think ideally, when the timer is ready it should STAY ready until you have a spare builder. Otherwise, the upgrade does effectively nothing, since the timer resets when it's full, and you have no way to predict when builders will next become available since you can't see timers on the lots you're currently upgrading. Alternately (though this probably makes this upgrade too OP), let it be a bonus builder when the timer reaches full, so it doesn't affect your existing upgrades and there's no chance of accidentally missing out on the automated tick due to having all your builders working.
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# ? Jan 22, 2017 16:36 |
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I think we are lucky in that the feedback has been so similar. Just spitballing, but what if population was tied to earnings instead of building count, and you could continue earning keys after reaching the population required to advance. The key earning rate would go up with each city but you could sit on a "completed" city for as long as you wanted without getting like you were wasting your time. The one downside I see right off the bat is there wouldn't be much incentive to build more than a handful of buildings.
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# ? Jan 22, 2017 16:48 |
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# ? Jun 10, 2024 12:49 |
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Yes, my save was wiped and I'm on Android. I also agree that the duration of the doubler and it's upgrades are too short. I wouldn't mind a 10-minute base time if the upgrades added a lot more than 5 minutes apiece. I'm guessing you guys thought this would be something played in short increments like your other games, but since the game discourages idle time with only 10% earnings, I bet sessions are significantly longer.
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# ? Jan 22, 2017 16:59 |