bug report: after I kill the one and keeps playing, all my diesel slugs are gone and now nobody collect the resource

bugcat
Recent community posts
Sold out slot: that issue happens without auto-mode. The auto-mode has diferent issue: you can't change item until it sold out
Profit per minute: Could you expain why the price is somewhat realistic? For example, a sushi box has cost 18, base price 27, and sells frequency 6 sec (with +56% speed, sorry I don't have a new vending mechine to test it). Why the profit pre min is 16?
bug report:
1. You can put the same product on the shelf 25 times in the same machine. Just pick whatever give you the max income and forget the others.
2. if an item is sold out, the slot would become unclickable until you exit and come back to the machine view.
3. In the shop page, each item has profit pre minue. What is this mean? Is the number somehow realistic?
4. I set the espresso sells price to 10. Some how I got 12 cash for each item sell. No tips upgrate on the machine. When set the sell price to 8, I earn 9.6. Some 1.2 income buff applied.
5. the "view the map" button is broken. it just drag the webpage down.
I am totally fine with AI-generated content. And base on the quality, you do spend time and token on this project. However, if anyone can find obvious bugs within 3 minues of their playtime, people would call it AI slop.
It is very reasonable that you don't have enough time to make the tutorial within Game Jam. However, here are the most critical information that you should put in the game description or the game would be unplayable:
1. Walk down and walk pass the item list. So that you can go to the resource collecting field.
2. All resource must be took back to the entry. The resources on the cherater doesn't count.
Thanks for the fun game. Here is some thought I have when I play it:
1. I think there is some bug or hiden limit in the tether system. In the begining of a game, we can pull many rocks and have fun, but in the late game, no mater how I click the left click, there is no tether.
2. In the late game, when there is less than 10 rocks in the map, it is very easy to lost in this background. We need something to tell where we are. It would be better if we can tell where the rocks are, or we can just leave the map with what we gained.
3. I like the idea of every component has its own energy consumption, but I don't fully understand it. Does the laser system just consum energy every second? The energy is not 0 before we enable it. Does it consum energy before the system even online? Same for other component.
Bug Report:
The "hold to launder" button would go upper and upper while active and block the text.

Thought after buying all upgreads:
Currently the game is tense. I think adding more automation might make the game too easy. On the other hand, because we are just looping the same buttons again and again. It is a little bit annoying that we don't have more automation.
I not not sure I understand the team correctly. Since:
1.Only the enemy facing pet has exp. No share item nor tech tree.
2. Swap only happen when pet die. And the next pet will be assign to a new fight. No support skill or buff. In other words, no teamwork at all.
Then, why should we have second pet in our team? Instead of spending time on the second pet, we can just farm with the first one and make it stronger.
Thanks for the fun game. Here is some though I have when I play the game:
1. Focus is over power. I can melee down 10 enemy then get back to safe space in one focus. I have no reason to use gun or other abilities.
2. It is a little bit difficult to distinguish between background and obstacles.
3. It is a little bit annoying that the far sight doesn't work for straight up/down while the map has straight up/down space.
1. As the picture shows below, the component linking only shows in full-screen mode.
Pic 1: In non-full-screen mode. Player see nothing no matter how they connect the dots.

Pic 2: Only in full mode, the components are already connected.

2. When moving the components, clicking the components (blue area) won't do anything at all. Instead, you have to tune a little bit to see a green box(red area). Clicking the red area would move the component to the blue area. What make things worse is that you can't unselect the component. Right click sell the component with discount and help you fail the game.
Pic 3: The components reloaction works in a mystery way.

It seems like this game only works in certain screen resolution. Sadly, it is not my resolution.
Thanks for the fun game. I love action queue management. Here is some though I have when I play the game:
1. In my opinion, the action queue could have a textbox that the player can modify. When a new day begin, the game should be able to read the textbox just like it read the keyboard input. It is easier to control the game.
2. Currently, the game control description are in two different info pages and the comment setion. New players are confuse because we don't have simple list like this:
[Arrow keys]: Move/Dig
[G/H/F/B] : give NPC gift Gold/Heart/Fish/Bird
[space]: Interaction with the block you are standing on
[backspace]: delete action from queue
In my opinion, this list would be much more valuable then a offical walkthough
Thanks for the fun game. I finsh it in 52.07 min. Here are some thought and bug I have in the game:
I don't see a reason to buy anything but warriors related troops/upgrate because:
1. every troops has its own damage/income upgrate. If we buy mutiple types of troops. We would have to spend more for the same thing.
2. There is no explaination on what mana pool and posion do. And without knowing what it does, mana income is just too active and low.
3. Thieves income are nice with full Fast Hand upgrade. Mutiple Shot upgrate of Elves is very good consider it double the damage. but they cost a lot than warriors. By the time I can get them, warriors are already having lots of upgreates and doing very well.
Bug report: after the dialogue with the king, I can't make the last hit to the drogn either. The issue dispaired after I write this post(about 15min-ish?)
Thanks for the fun game! here are some thought I have when I play the game:
1. The tutorial didn't expain this is a turn-based game at the begining. In addition, the "next turn" button is so perfect for "tutorial next page". I only understand how this game actually work when I am reading tutorial part 3.
2. The resource collection animation is slow, and it would get slower as the animation process. It is a pain if you have more than a hundred of resource. In the late game when I have 1000+ square to collect, I can only go to next turn and let the animations kepp flooding on my screen.

The grinding windows blocked my screen after the grinding tutorial. Now I can't use any functionality in City.

