Thank you for your bug-report!
the bug you reported has been fixed in the Steam Demo, the Web Demo might be updated in the future; but I can't promise you that yet
First of all, thanks for the various UI bug report/complaints, I'll address them in the full game! especially the one about biomass triggering collectors even if biomass storage is full, I've actually been trying to find the cause of the bug reported by other players!
And finally, noted on the QOL suggestions, specifically #1 and #3!
I'll add #4 to my backlog of things to address! as for #2 (adding a pause) I can't say I can address that, as the game is programmed to be unpausable (the game even simulates runtime when you have the game closed after you've unlocked the relevant prestige abilities).
Again, thanks for the in-depth comment!
Thank you for taking so much of your time playing the demo, and even writing tools for the game!!!
First of all, I received and read your feedback (submitted in-game), I'll address the issue with the "Center Camera" setting as well as additional "Materials Case" interactions!
As for your external tools, you have my blessings to host it on your site (saw the codebase on github)! as long as it's a free tool available for everyone to use!
Again, thanks for taking so much interest in the game!
Thank you for the bug report!
I think the sensor range will fix-itself when you have a sensor equipped, or after you save and restart the game!
Glad to hear you're having so much fun with the Demo! I'll fix up and do more thorough testing with the "reset save" button (in the full game)! Apologies for the inconvenience!
Thank you for your bug report!
the image you linked doesn't exist; but you can upload images in the Itch.io comment section!
As for balancing, yeah; Due to the Augments being locked in the Demo; I've made trade with NPCs more viable for players to get a taste of other gameplay features that's on offer!
as for resources in POIs, it's an option for Players whether they want to pursue Biomass alternatives for energy generation; as there are more passive/active options available!
Again, thanks for taking the time to write this comment!
Thank you for your comment and feedback!!
I'll be sure to add a warning when you're deleting upgraded items!
As for biofuel, in the full-game there will be auto-refilling biocells; as well as easier UI/UX where you can simply right-click and select to fill up biocells!
And noted on the lag! the fog on the map causes lag on browsers... I'll make sure to optimize the map further in the full game!
Again, thank you for your kind comment! glad you enjoyed the demo!
Wow! thank you for taking the time to both play the demo as well as send such amazing write-up!
1. Thank you for reporting on the bugs about the Collector and Upgrader; I'll look into that! as well as the bug with the Harvesters!
2. Regarding the economy, It is incomplete in the Web demo, due to the lack of items and mechanics in the demo, so a lot of the "quirks" are simply placeholders as you've correctly guessed. A very simple supply and demand economy as you've described is indeed in my "Nice to have", but I can't guarantee it at this stage of development; so I can't really promise much on that front...
3. and lastly, it was an oversight on my part that Disposable Biocells don't have their contents accounted for when being sold. To be honest, the Disposable Biocells were added last minute as a stop-gap; as I had an influx of new players complaining that the jump from Biocells to Carcass processing to be too drastic; so the Disposable Biocells acts as an introduction to Biomass mechanics (This is also why the exact contents of a Disposable Biocells can't be viewed; I forgot to add that functionality in).
Again, thank you so much for your comment!
I am truly sorry to hear that you're experiencing performance issues!
Are there any noticeable frame drops while you're doing certain actions?
You could mitigate some of the performance issues by destroying Disposable Biocells; as I've discovered a few days ago that they impact performance drastically!
Again, thanks for the feedback (both here, and in the form you submitted!)
Thank you for your comment! and yes! the full game has more content
You can automate the "go to location -> farm ->go to location" gameplay-loop with prestige points later on, for example (which is not available in the demo, due to the prestige being locked)
There will also be tasks, more items/synergies, as well as more story content in the full-game!
Thank you so much for your detailed comments and lovely praises!
The cables do actually get neatened/visually repaired once you do internal-wiring repairs! the sparks you get stop as well! I'm afraid, due to the limited time I've set myself (to no ones fault, but my own), I have to prioritize meaningful and more impactful features...
As for the tutorial, I try to keep it as minimal as possible, the "RIGHT CLICK TO UPGRADE" popup was added last minute because some players just didn't know how to speed-up progress, I did add a Blue-box with control hints that appear, but I suppose it's very out of the way; so not many people notice it... I'm in the middle of trying to touch up the UI to make it friendlier to players.
Also, thanks for the suggestions! (albeit there's no guarantee whether I'll implement them or not)
Thank you for the comment!
Reactors and Spires are intended to be one of the main ways to gain "prestige" points, which is why they might feel useless in the demo...
The Demo is designed to be played actively, since there is no offline-progress; which is why you might feel OP after leaving the game open for 8 hours. Although, thanks for sharing your thoughts on the balance!
As for the Disposable Biocells, I kinda forgot to add a number% display in the tooltip, will fix that in the full game!
Again, thanks for writing the comment and taking so much of your time to play the game, really appreciate it!
Thank you for your in-depth review, as well as spending so much time playing the demo!
Point #1 and #2 are quirks of the demo, because without the Augment progression (prestige) can hit a brick wall at a certain point, the full game will hopefully have those issues/exploit be resolved!
As for #3, it's not really an issue; as long as you don't accidentally click on "Discard" while you have your important items in the scavenge screen... which has unfortunately happened to some players (lol). I'd say it's intended by me for resourceful players to use the scavenge-screen as a temporary inventory. Which is why there's not really a "Back" button to go back from the scavenge-screen, to prevent exploits.
for #4, it is planned to have an Auto-biocell of sorts that automatically fills itself back up when empty, so look forward to that!
Again, thanks for taking the time to write all this out!