"Essence Conversion" seems to extremely underwhelming, given how fast power -> essence rate decays/diminishes.
Since essense -> buff is already diminishing, essence gain should be run-to-run flat. There is no point to stack diminishing costs.
Interaction is sub-optimal:
- Zoom should has a hotkey, e.g. ctrl + "+/-"
- Zoom should never be reset, e.g. by new building
In addition, collectors are way too stupid to scale out. All the prioritizing policies are useless.
1M/min is impossible with full upgrades and too many trappers. Cuisine always overflows.
(up to 0.8M/s with <40 trapper and without +capacity; with >50 trapper / max +capacity / multi recipe, food rate collapses, down to <10K/s, if without manual intervention.)
The latency from user input to actual display can take several frames and is fluctuating. The way the game works (if it doesn't "lie") depends on measuring a uncalibrated "latency", which could be random on higher precision, and more likely worse: due to systematic errors, a distorted distribution that is much likely to result in some latencies than others, on a specific system.
Casual and fun game. Looking forward to updates.
- Soul Ash seems to be an outlier.
- (Bug) Golem output is sometimes incorrect: e.g. on lv350+ Gloamclay tiles, golem often doesn't dig Gloamclay? (mouse down does dig Gloamclay)
- (QoL) Holding down mouse is tiring. Please make digging=hover on foreground, and digging=set on tile on background.
- IMO "Event Aggregator" should be significantly buffed to make game pace varying.
As for the wall/tower problem:
- (map 3) Wall requires highly upgraded tower to survive.
- Wall/tower requires highly upgraded hero to build/survive.
Then end result is that hero alone is superior -- less talent points required, and semi idle play is possible.
Wall/Tower is unlikely to have any use until talents are almost completed.
For the "not picking up" bug, IMO you had better add some verbose tracing so user can send the log to you (maybe hard for unity webgl).
One wild guess is that there is a not-robust detection for garbage to be "static" before being picked up (maybe y speed/acc/movement != 0).
Or a workaround is to make the mouse pickup easier (first try default collision size, if nothing hit, try collision test with bigger size for a few times).
- The data/save is semi broken around the new train entry.
Train - discount seems to corrupt save and data is messed: when discount level is 0, it shows "payroll", when level > 0, it shows "discount", with most ui broken/malfunctions.
- Old bugs of bad peon execution is not yet fixed (e.g. some yellow yard or garbage is never collected, until game load).