I kept on playing to the end of the demo after making that comment actually! I think it's actually a core design issue how much progress slows down starting at level 4. I don't feel that someone should have to get so many of the upgrades and achievements just to level up. If it were up to me, I might tie experience to the main activity of the game (ie, using abilities and combos), and stretch out the amount of experience needed to level up. Like how in RPG's you usually gain most of your experience from killing monsters, plus bonus amounts from doing quests.
The lag was happening at all times, not in spikes. I was on the lowest of low end computer at the time -- I'm on my midrange PC now and it's running smoothly, so honestly you probably don't have to worry about it.
BeKind2U
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Really interesting game! I'm also stuck on the level 4 plateau, so that should be worked out. You'll probably want to also look into some optimization for a game that's meant to be played in browser, since it really chugs even early in the game. I'm using a VERY bad computer, but I've had similar games running without major problems on here before.
Playing the latest update now! Great work on adding in some new features so fast. I reset my data and the beginning feels a lot slower, which is a good thing, and I can see access to interesting new ways of interacting with the lumber industry.
Since you're asking for more feedback, I'll keep going. Right now I'm feeling overwhelmed with the amount of information on screen right away. I'd suggest hiding information that I don't need/can't interact with, like the "Burn it all" mechanic (save it for after I've earned $1M, maybe), and bounties for games I haven't unlocked. You also might want to put the stump on another tab like Refinement so that I can really focus on gathering wood early on, unless that's specifically what I want to do. You might even want to hide some of the upgrades, and have them unlock based on wood collected or something. That'll give you a lot more control as a designer over the early game experience.
Rent feels more punishing, but it feels too hidden. It's easy to forget that it exists until I happen to spend all my money right before it comes and get hit with a lien.
New multiplier on the axe feels good! I'd still like to increase the base amount more, but the multiplier is very strong and makes clicking feel way better
Keep up the good work!
So glad my feedback is well received! It's hard to say as just one player, but I feel like the early game should be slower (to feel the upgrades) and the late game needs more impact from manual interaction. You should also consider multiplicative upgrades over just linear ones in the whole wood harvesting loop. I checked just now and I can't even see the impact of manual clicks because my automatic harvesters are so much faster and I'm only harvesting like 60 wood per click. If that went way way way up into the thousands, then you're getting that sweet Numbers Go Up feeling I crave from an incremental game.
Keep up the great work! You have all the core systems in, so it's a matter of balancing now
Vibes are good, but there's no point in engaging with the wood chopping once I've increased my gambling odds above a certain percent. Worker wages and tax don't make an impact on my income whatsoever, since I'm just printing money by mashing the slots button. Upgrades run out in the low millions, so the game kinda just turns into a slog of rolling dice until I get my hundred million
The final game was kinda fun, but Force Low is a pretty OP strategy, since it essentially flips the house's advantage on its head.
Brilliant game! I can't even imagine where you would start to write a story so complex. I definitely recommend anyone playing puts on a spooky playlist while they enjoy. ONE thing I missed (ROT13):
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I think the web version is behind, actually. The downloaded Windows version has exactly what I was looking for.
This is a really solid prototype! I'm definitely looking forward to more. I had a lot of success stacking up all my upgrades on one branch type. That'll be an interesting design problem for you to solve, since that was probably not the intended behaviour. Having mutually exclusive upgrades in the future (eg, an "ice" upgrade that slows and a "fire" upgrade that does AoE), might be one way to encourage a more complex build.
Also, it seems like all the upgrades give a percentage of the base values only (eg a 10% price increase always increases the price by 5). I'm not sure if this is intentional but it struck me as weird enough i figured I'd mention it here.