▲ Recommended
0 hrs
I played the prototype for quite a bit, and I'm playing this version too. I don't like some things that are here, but I WILL leave a positive review, because it's fully fixable in this state, and I believe that this game can go far.
Positives:
+ Numbers go up
+ Game is easy to pick up
+ Gameplay loop is enjoyable
Negatives:
- Few UI bugs currently present in the game (I'll be reporting them on Discord)
- The way production numbers are shown is very misleading, because it shows *current* production, so at full storage it shows 0.0/s - because of that you can't properly think out the production chain
- There's no easy way to see HQ/hub storage, so building inside parcels feels like "magic" where you don't need resources to build anything, and you just pray that you have enough
- Dev should implement a better font - this one is not as readable and feels cheap
- It's based on HTML, so PLEASE add formatting that prevents text highlighting, it's very unprofessional when I shift-click to choose multiple parcels and half the UI text gets highlighted
As I said, despite cons being way more impactful than pros, I still want to support this game and see it prosper.
▼ Not recommended
1 hrs
Edit: While the dev is relatively active in updating the game, there are still things to improve upon. Idk if it's just me, but resetting to get upgrades and then require rebuilding the factory is tedious. Though I like optimizing input and output stuff, resets for upgrades feel so archaic. It may be a staple for past incrementals, but right now it feels old and serves no purpose but to rebuild. Sure you get skill points, but maybe I can also earn these skill points WITHOUT having to rebuild my entire factory. If I want to mass delete my factory to better optimize it, it should be on my terms, not because it is necessary for skill upgrades. And without these skill upgrades, managing parcel limits and rates become a nightmare.
The dev added a static rate for the maximum production of an object. This can be helpful, but it doesn't include when there are consumers for said object. For example, I can produce 4 iron ore, which is then consumed by 1 iron smelter. Since iron smelter uses 2 iron ore for 1, ideally, the rate for iron ore should display 2 instead of its max of 4. The existing rate(net) is based on real time consumption, not theoretical. This means that if storages are full, the rate becomes 0. This should not be the case. Seeing negative numbers sometimes trigger the need to upscale the required resource, which is like a dopamine sort of rush too. Manually recalculating the proper rate is tedious.
I hope the game gets better since I enjoy the logistics issues with factory sims, but if the journey to such logistics is hampered by unhelpful numbers and unnecessary restarts, it can hamper the overall enjoyment for the game. One real good positive though is that the dev is active, and that should not be discounted.
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The rate is a lie. Only when the storage is not full does the rate only appear. It's really hard to optimize the ratios when I always have to manually recalculate the rate since storage tends to be full. This is a huge issue for me because factory/incrementals require numbers, a lot of numbers to be helpful and productive. The numbers constantly changing is annoying as well.
I don't understand why new resources have to be at the bottom instead of having a predetermined order. One parcel would have stone on top then iron on bottom, while the other is reversed. It is so jarring and confusing.
At least make the parcel names be changeable, unless I missed that it is already a feature.
A lot of the screenshots are from the other version of the game: https://incremental-factory.vercel.app . It was confusing at first as the UI currently is completely different compared to the other.
Also doesn't steam have a policy about AI-generated code? I remember seeing the video of this dev in reddit coding this in AI. https://www.youtube.com/watch?v=W4tl8joieHU
I would probably go back to the game once QoLs start being implemented, as there are a lot of stuff here to be improved. I enjoy simplistic spreadsheet style games like Factory Town Idle, Lootun, and Increlution, but I don't understand. It feels like this game doesn't learn from other incrementals. I do understand Early Access games tend to be a beta game, but there is still such thing as too early for early access.
▼ Not recommended
122 hrs
Still not Idle.
When you play it and go to another tab or stop playing, it still not increment and stop where it before.
Will decide it again if the game improve
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