comments for Military Incremental Complex
sort: go back1) Autobuy materials and autosell products. Currently this is painful even with an autoclicker, though increasing the limits with research helps. Hiring people for this in a similar vein to interns could work well.
2) I like how the products are crafted differently but a pop-up explaining how to craft them on unlocking the new product would go a long way, I blew up many grenades before realising you had to hold the explosives button. (I played on itch, only now do I see you put instructions in the description on galaxy)
3) Actual contracts would be great (in a new tab), e.g. X bullets and Y guns for a set payout
4) The "low amount" red text should be based off your consumption rate, 100 is low if you're consuming at 10/s but it's a useless alert if your consumption is 100/s.
5) Going above and beyond with this, but if you really want to embrace the military aspect you could have a long-term "story" of supplying weapons and maybe even training soldiers for various skirmishes in a fictional war. e.g. "This is Sergeant Major Banks, we need 10k guns and assist with training our 2k new recruits for an upcoming battle with Fantasyland. I hope we can count on your support." (winning this skirmish will unlock mortar)
developer response: Thanks for all the feedback!
1. Autobuy and Autosell are definitely coming, I just haven't implemented them yet.
2. A form of tutorial is also coming eventually, I'm currently planning on little pop-ups like Clippy to explain each system
3. I've been thinking about some kind of contract system! I'm still planning out the best way for it to work, if you have any more ideas please share them.
4. I've had that exact same thought after playtesting more, it's coming :)
5. I've had some thoughts like this, but I haven't had them coalesce into a coherent, fun gameplay system. I am planning on having a lobbying system where one of the things you can do is get the government to start wars to increase demand for your products, but you won't be directly involved in fighting the wars. If you have more thoughts, please share them.
Thanks again for the feedback!
developer response: Saving is coming in the next update!
developer response: I've hear this from a few people, that's something I'm working on for the next update!
developer response: Thanks for the feedback! Next big update should be at the end of January
I'll also note that you can automate the "one-step" upgrades (which is a massive downgrade for ammo still) by holding enter to 'hold' it, then clicking another button (like a sell button)
Not a whole lot of notable changes between the previous version, but the better performance and minor rebalancing is pretty good. Still a ways to go to be really good, but it's well on its way, at least!
developer response: That's been a common complaint, so I'm working on improving that for the next update :)
developer response: Saving is coming in the next big update!
developer response: I've got lots of plans to expand it :) Glad you liked it so far!



















developer response: Thanks for helping others out!