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(+1)

Hi,
Thanks for your feedback. It’s really interesting. I’m glad to have some feedback since yesterday’s update.

As for the analysts, I’m thinking about how to incorporate them into the game in a smart way. I wouldn’t want the game to be over in less than 10 minutes either.

I’ve modified the cheating system because players told me it needed a small penalty. Otherwise, it was just too easy to cheat and give yourself as much tempo as you wanted.
And I pretty much agree with that; for now, I’m trying to balance it as best I can. Sure, there are achievements associated with it, but remember that this counts as a criminal record, so it’s at your own risk.

I’m still developing the game; it’ll be better balanced in the next update.
Your feedback is very valuable to me in improving the game and making it as consistent as possible.

Best regards,
Mike

(+1)

I don't think it's possible to balance out a "cheating mechanism". I haven't done anything beside opening it and calling the help function on 2 separate occasion, so I don't know just how powerful the cheat terminal is, but if you can just give yourself X amount of tempo or X amount of producers (those are a few of the function I vaguely remember), I think it's impossible to balance it. This is because there's only 3 different state the terminal can put the player in, a downgrade, an upgrade, or it balance out.

A downgrade means you give a harsher punishment for whatever function is being used, but if this is the case, then no one wants to use the cheat terminal beside completing the hidden achievements/criminal records. An upgrade means the punishment is lighter than the cheat function, but if that's the case then it's more optimal to use the cheat over actually playing (probably what you want to avoid). And when it balance out, it means whatever punishment is given is roughly fair compared to what cheat was used, but if that's the case that is less of a "cheat terminal" and more of a trading shop or some kind.

If you allow cheats for players, then I think you just have to accept that there are some bad apples that would cheat their way through to the finish line. If you're fine with that, I think the cheat terminal is fine (though I still think function that does nothing like the .help() function shouldn't give penalty since you've done nothing so far), but if not then I do have a suggestion of replacing the cheat terminal to some kind of automation terminal. for example, you can automate clicking or buying upgrades, letting the players run their own code on what actions they want to take. to balance it, you can set a limit like "this terminal's RAM could only do 1 action every second" or "the terminal can only store 5 sets of actions", then having something like gems that lets you upgrade the spec so that it can run more actions and/or run actions at a faster pace. it's not the same as a cheat terminal, but it will let you keep the secret terminal system in place (though you will need to code a lot more stuff into it if you plan something like this. Also I know there's a "bot" that also click but, they don't get the promotion bonus from what I can tell, so having an actual automation that click and move your pawn is a hundred times better than the current bot system.)

for the analysis... I honestly don't know what suggestion to give to balance that. If it were me, I would just get rid of it and instead making it cost gems or something, since you could farm gems once you're in the late game with the prestige (or at least from my understanding you can by just prestige-ing as soon as it's available and get 5 gems in return). I just really hate the idea that a game require X amount time to finish, not because the game is challenging, interesting, or fun, but because the developer said so.

If I'm being honest, I think you should just let people finish the game as quickly as they want to. The game you have right now has a lot of content already and I could see myself playing for a decently long time. Whether I finish in 50, 200, or 1000 hours, the game would be enjoyable to play. If a player can't stand not winning in 10 minutes or less, they either don't have enough patient for a long game, don't like this genre of game, or they simply want to play a quick simple game to hop in and hop out on, in which case I don't think it matters how long takes to generate the requires analysis to finish the game.

(+1)

I could limit the maximum number of tempo and analysts we can assign, for example, to balance out the cheating system. What do you think? I'd really like this to remain a fun part of the game and not a game-breaker.

You raise an interesting point; I’ll take a serious look at it and come up with a proposal. Maybe I’ll completely overhaul the cheating system.. I’m not sure yet.

I’ll take your suggestion into account; I think it’s a great idea. I’ll run some tests.

As for the analysts, I already have something in mind that will be included in the next update ^^ I’d like it to remain a challenge, but I also want the analysts to serve another purpose in the game.

I’ve been thinking about a system that will allow players to farm analysts a bit, but also to use them for purposes other than upgrading recruits.

(+1)

Setting a limit could help, but depending on the limit, it might turn into a fake-cheat cheating terminal instead of full on cheat. actually, it might feel like offline rewards. I'm not sure how to balance a cheat system without making it not a cheat but if you could somehow make it work I would love to see how it turns out in the end, especially since I love puzzles and would love to figure out the 20 achievement/criminal record tied to the terminal.

Also, if you already have some ideas for Analysis, then great! I'll look forward to what you got planned for it :D

(+1)

The next update will likely be a game-changer for player progression, but the saves will be backward compatible.