![]() see cardboard, you could make that reinforced cardboard, reinforced replaces the infinated cardboard, and now we got a new resource with its own puzzle to min max, and for difficulty up bonuses, some resources respond in interesting ways to beacons or worlds they are on, possibly even squares, imagine plastics going 3x faster or more production when placed next to water.Īs clunky (and boy is it clunky) as it is, there's a lot I enjoyed in my time playing. ![]() All those things look more like a crutch, or a placeholder before some real feeling of the progression made.Ĭould make an easy normal hard mode by upgrading the resources and the corresponding juices, while this wouldn't be as definitive as difficulties in idle, it would allow the content to get rehashed in ways that you either go along with the stupidity or you treat them as roadblocks. "infinite" resources to stop the numbers from snowballing, same timers for tasks like BDSM and research. The concept doesnt work in familiar ways. As you can see ingame from of the mechanics you could understand that to develop it any further it would require an overall overhaul which makes it sometimes easier just to start from scratch like making a new game. In my opinion: its not about the burnout but the perception of the game development encountering dead end. ![]() Originally posted by Lukecis:Kinda sounds like a joke tbh, burnout is burnout, it happens to all of us with anything we do too much, I'm sure updates will come back eventually, just get to the end of the game now and let it run until the next update, no harm done even if its years from now. ![]()
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