AFAIK the first incremental game with speed control and reasonable performance.
Might be the only incremental game programmers who know how to code/how to UX.
The windows build apparently doesn't work.
> Error: Couldn't load project data at path ".". Is the .pck file missing?
> If you've renamed the executable, the associated .pck file should also be renamed to match the executable's name (without the extension).
Godot pck embedding is buggy, maybe avoid it?
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.