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Also I neglected to mention regarding skills..

To gain a skill you first research it in the character upgrades (which it sounds like you did) then click the worker and view stats, from here you select change skills and then drag and drop the skills into the slots you want (each guy gets 2 @ lvl 10).   Once equipped it will be available for you when you click on the worker with the skill based on what your guy is doing and when the skill can be used. For crunch that is available for use during stage 1 / 2 / 3 and game delays  you wont see it any other time but when used you will definitely feel the difference 100% bubble chance makes.

I really need to do a proper tutorial in game but its difficult when a lot of the HUD is still work in progress but I will have a very detailed in game guide at some point before steam early access.

Well, if the rising costs are a bug, maybe take everything else i said about incoming cash with a pinch of salt, because the balance will be wildly different. Hit me up when the update is done and i ll give it another try, this will sure look like i will play a different game ;)

I take no issue about the tutorial, i know the game is in early stage of production and it would be unwise of you to spend too much time documenting every little thing when you re likely changing a lot between each version. 

I fixed that manager income bug right after talking to you.  I didn't want anyone else to experience the issue you had. I want you to be able to take your time or go fast to the medium office, and I def don't want your manager leveling to feel bad that should be a pure positive :)  

Here is a link to the minor update notes which include a mention to you for your bug detection https://hulgarth.itch.io/gdm/devlog/195750/gdm-minor-update-7b-fixes .

Really appreciate the help and understanding of the early stage issues and I hope you grab the new ver and check it out some more when you have the time.  I am currently working on some advanced visuals for the offices, after that I plan to re-work cash into just the bank like we discussed and I got a really good idea based off your idea.. 

Every year based on your company valuation (calculated at year end based on gross and currently used to set loan sizes)  I am going to give you a portion of money as a company fund type thing.  This is separate from your main money and comes in addition no cost to the player.  I am going to give you several office buff options that can be bought with that company funds, and you can decide how and when to buy these buffs, and because we are going to use your valuation I can have expensive buffs you wont be able to get until you are a larger company etc etc..  Still got lots to work out as to what the buffs will be but I am pretty excited about the idea it's yet another player option, and not found in any other tycoon style games like this.  Plus with the current stat system I have it should be np to create several diff buffs and then higher rank version of those and what not..  I think its a good idea and you def helped get me there.