I really enjoyed this idea! 😊 The core gameplay of timing each bottle of cola correctly and packaging it before it can be sold is surprisingly satisfying. The more cola you package, the more equipment you can purchase and the more production lines you can unlock. It gave me a bit of the same satisfying progression as games like Cookie Clicker, where watching the numbers grow bigger and bigger feels rewarding. 📈
I do have a few small suggestions that I think could make the game even stronger.
First, I noticed that same processors can't seem to be placed on the same lane in certain ways. As a result, some of the later production lines feel like they aren't being fully utilized. It might be interesting if different placements created different strategic possibilities, encouraging players to experiment with layouts and carefully time their actions. That could add another layer of depth to the gameplay. 🧩
Another thing I noticed is that the pacing feels a little slow at times. There are moments where the player spends quite a while waiting, without having much else to do. Since the numbers don't ramp up very quickly yet, the satisfying "numbers go up" feeling isn't quite as strong as it could be. A slightly faster progression or more things to interact with during downtime might make the experience even more engaging. ⚙️
Overall, I think this is a very promising prototype! It's also really cool to see a game built using the Astrocade engine—it's a fun and refreshing choice that stands out. 🚀
I'm excited to see how this project evolves. If you eventually bring this prototype to another game engine for further polish and expansion, I think it could become a very polished little game. I'd also love to see additional products besides cola, such as coffee ☕. Managing the timing of both coffee and cola, along with introducing meaningful penalties for missing a bottle, could create an even more engaging and satisfying gameplay loop.
Great work, and I wish you the best with the future development of this project! ❤️