VNGI
developed by milo verifier | rated 4.2 stars, 86 ratings.
|
86 ratings
rated 4.2 stars, 86 ratings.
Posted October 14, 2023. Updated October 21, 2023. Played 1755 times for a total of 2748 hours.
description
Raise your version number as you explore the most accurate journey of a game developer.
latest update
Little Things v0.1.1 October 21, 2023
no new content, per se, but lots of delicious changes:
- added achievements
- added some statistics
- slightly buffed promoting your server
- caffeinate is now available from the start
- you now work on your game after completing a job shift
- added arrow-key navigation
- added tooltips to currencies
- changed some styling
- navigation bar made horizontal (fixed on firefox too)
- fixed a NaN issue with discord members
hard refresh with ctrl + f5, or cmd + shift + r to fix css.
please let me know if any new issues arise, and thank you for playing.
newest comments
Game seems unfinished, you should leave a disclaimer
Very Accurate
Really enjoying the game so far! Looking forward to more content.
@milo more pls
top comments
Why doesn't "work at job" continue after it completes a cycle? "work on game" does it.
A mention of what the current end of content is would be nice, I just did an Alpha reset after getting 10 prototypes and that seemingly didn't give me anything.
developer response: the endgame was sort of mentioned in the patch notes but i understand if you didn't read that. i'm going to implement an achievements system which will consequently let players know what they should keep grinding to. also, i think i will make it so finishing the job cycle goes back to developing your game.
i like it. considering it's 'just' v.0.1,
clean UI, no numbers jumping. (i don't understand some devs were numbers jump around like crazy). monospace is the way to go.
maybe add some labels to production, motivation ? i just figured out what it means by looking in the source code.
the progressbar is a bit boring, no values there, just saying.
i am at 0.0.5.10.0, upgrades are too expensive considering the small return. yes it needs content in in alpha layer :)
btw. you should use .textContent instead of .innerHTML if you just change the text/value of elements: innerHTML triggers a reflow, textContent not.
you only have got a few elements, so it isn't a problem in your game.
but i've seen idle games with like 500-1000 elements all using innerHTML (e.g. dodecadragons), which are laggy like hell on smaller machines.
just by changing innerHTML to textContent i could improve that game performance by like 300-700%, (don't remember exact values), which is just insane.
developer response: thank you for your feedback, i've changed innerHTML to textContent and it will be pushed out in the next update. i will also try to add some labelling to make the game less non-descript.
Im not sure why I have to switch tabs while there isnt even much in the first one and it doesnt look like there will be more in the future. So I am not sure why there is so much wasted space.
Game itself is nothing new, but unless there is something coming after a long while, thats it for me.
Has potential, but is incredibly annoying because of how manual it is.
There is a lot of potential here with some balancing and more gameplay. If you are going to put everything on separate tabs, make the tabs indicate that something could be done there (upgrade/action). Having to constantly click around and micromanage all the little actions and upgrades gets tiresome quickly.