comments for Macrocosm
sort: go backWhat does the "population efficiency" upgrade even do?
developer response: It increases the effect of the unit of the cell. The formula is this:
creatures_rate = (1+0.1*efficiency)*cells
I like the game's aesthetic! I seem to recall there being an upgrade called The Frontal Lobe, though, but it stopped showing up after the first Civ reset, so that's a bummer. :C
Hope to see some bugfixes!
developer response: It's not a bug. This upgrade doesn't show up immediately and appears only after you unlock Industries. If this feels like a bug, I can ensure you see it after a reset from the start
Interesting for the moment but would be great to have some information on upgrades that boost based on Civ point or Sci point.
Also is there a point (boost) to buy more industry like Trade,Shipbuilding,Metallurgy if you can afford Agriculture? I dont see anywhere you get a boost from buying more once you have brought he higher one.
Example i buy 1 Trade and get 1 Trade every time i buy it.
if i buy shipbuilding i get 0.01 trade per tick i guess, so what's the point of buying Trade anymore?
developer response: I would agree that if you can buy Agriculture, maybe focus on that. That said, if you buy more Trade, you simply add even more to it. Remember, until Science come along, the amount of Trade simply accumulates.
So, what I would do is buy Agriculture, but if you've got a bit left, why not buy several more units of other assets.
Actually, I have one major question already... are the "based on civ points" upgrades based on civ points I currently have or on pending points? Because I suspect it's based on either pending or both, given that I can see the "creature gain reduced /#" change here and there as my pending civ points go up.
developer response: On both
The Rule of Mutants: I will give a 5% boost to work per mutate bought
Me: checks boost
Also Me: So that was a ing lie
developer response: Ah, I found the problem. No, the boost is 5% as stated, but the readout on the button was showing an incorrect metric. Fixed.
this is pretty cool so far. I finishe dit in a few hours. some hot keys would be nice, and maybe a better way (tooltip? i don't know) to show the buffs held from having science points, civ points, etc. maybe just a bonus counter?
anyways, keep it up. i enjoyed this release of yours the most so far and look forward to the next content drop.
developer response: Thank you for playing!
Ah yes, posted on the 1993rd of september 11535
Under Science, why is the thing that the University upgrade unlocks also called Science? Research could be used instead.
And the text for this 2nd science's upgrades are vague bordering on meaningless. Fluid mechanics boosts "vessel rate", but nothing is referred to as a vessel. When you buy one it becomes clear that it simply boosts the research rate.
Paradigm shift offers a "Paradigm Multiplier". Which should just be renamed to a Rate Multiplier because that's what it actually does.
developer response: I will name things more carefully in the Science tab. It was the last tab I was working on and by this time I was already really tired from the game. That said, the vessels are the four buttons. Those are communicating vessels, aren't they? :) But yeah, the naming there could use some work
Oh boy, zoom in/out doesn't work in this game.
developer response: Could you share your use case and why you would want to zoom in. Most dimensions are done using the vw units, so that the game is similar to how a native app would look. This way I have control over how the game looks on different screens.
Better than the other games Louigi has made, though there's still time for him to mess it up, haha!
Alrighty, just went and checked on a fresh save to be sure, and The Frontal Lobe upgrade mistakenly—from what I've gathered—appears before the first reset. Now that's a bug, right? It's supposed to only show up after Industries, right?
i really enjoy this game since both its scaling and progression is lineally (or feels like it)
@Lustre Yeah, I know what you mean, it'd be like the 4th time. And somehow they all have this particular feeling which I can't quite define. The games aren't particularly bad but they generally feel weirdly polished.
Maybe this will be the odd game out where the pattern gets broken and updates result in improvements.
My first suggestion for breaking the pattern is: [Show how much those "based on civ points" upgrades are actually doing]. It'd fit with the "first tree incremental" bit in the description, plenty of tree incrementals have that type of functionality.
Another would be making it clear which upgrades add to the base and which add to the total.
I'll probably have more by the time I unlock Plastic from Tools.
I've noticed that sometimes the upgrades on the Biology Tab will disappear once you unlock Science, reload and half of them reappear but then they vanish again.
developer response: I would need to take a look at that, not entirely sure what's happening there. But unlocking Science means resetting the previous two layers, so they are supposed to disappear until you unlock them again.
Help I was playing and randomly got rickrolled lmao
I'm not looking at comments to preserve the novelty of the game so I'm sorry if this has already been said, but make sure to full screen or simply scroll down. My dumbass played for a little bit and it started feeling ultra slow to progress. Full screened it and found the rest of the stuff below lmao. Always stoked for new Luigi content!
developer response: Oh no! I'm so sorry! Yeah, the tradeoff with hosting on Galaxy is that some content might be obscured. I am not entirely sure how to fix that. If you play on my site, there's no such issue of course.
it is a game
the rule of mutants upgrade seems to give 1% per mutate even though the description implies it should give 5%? not sure what's up with that.
developer response: The upgrade does provide 5% but the readout on the button was showing an incorrect metric. Fixed.