It's not intuitive in many ways. I suggest by making certain things more consistent like referring to the player as "Player 0" or "You".
The bid screen blocks my ability to see my inventory and I can't compare it to the "order". The "needs" bar across the top almost helps, but if the fantasy is that I'm making big important financial decisions, then I want numbers to look over myself.
I don't see any strategy to apply - if I could see what the other players' order are then maybe i could try to sabotage them?
Why is the day end screen showing I getting a penalty when I "need" 0? Or is that the future penalty if I don't hit the goal at the end?
This end state screen doesn't allow for comparison across boxes as each line between boxes & players is different.
Overall I don't think this build is getting across the vision you have in mind.
Thanks for your feedback, definitely need to communicate the state of each player after each day better.
The penalty is what will happen if you don't meet your needs by the end of the period. I had the idea of you hover over the opponent factory and it shows you their current order. So you can see what they need and act accordingly (sabotage etc). I will try and implement that.
The main strategy is striking the balance between storage costs and ensuring you get the right mix in time for delivery.
← Return to game
Comments
Log in with itch.io to leave a comment.
It's not intuitive in many ways. I suggest by making certain things more consistent like referring to the player as "Player 0" or "You".
The bid screen blocks my ability to see my inventory and I can't compare it to the "order". The "needs" bar across the top almost helps, but if the fantasy is that I'm making big important financial decisions, then I want numbers to look over myself.
I don't see any strategy to apply - if I could see what the other players' order are then maybe i could try to sabotage them?
Why is the day end screen showing I getting a penalty when I "need" 0? Or is that the future penalty if I don't hit the goal at the end?
This end state screen doesn't allow for comparison across boxes as each line between boxes & players is different.
Overall I don't think this build is getting across the vision you have in mind.
Thanks for your feedback, definitely need to communicate the state of each player after each day better.
The penalty is what will happen if you don't meet your needs by the end of the period. I had the idea of you hover over the opponent factory and it shows you their current order. So you can see what they need and act accordingly (sabotage etc). I will try and implement that.
The main strategy is striking the balance between storage costs and ensuring you get the right mix in time for delivery.
Thanks again!!