- May 29, 2021
- 14
- 39
Simple improvement suggestion: if you have excess clean water and room to store dirty water, it would be appropriate to put the excess clean water into the dirty water. Obviously, it becomes dirty at that point, but I'm constantly running out of dirty water even though I'm dumping clean water down the drain - and that makes no sense. I also think it would be nice to have the ability to turn off a resource to save energy. Once food gets maxed out, disable production for a couple days, etc.
Alternative: energy allocation dictating the quantities of water, carbon and food that are available. This means all upgrades can be based on efficiency for each resource and total power available to use, although that sort of change is too major for quick development, I think it would nonetheless make it easier to transition from early game where focus is on base development to mid game where focus is on quests and relationships (some improvements on the relationships would be nice, too, like more linking between relationship scores and what they are willing to do, i.e. minimum relationship check before allowing an activity, and mood adjustments to relationship score).
Last recommendation: another easy one - every day, each girl's relationship score should drop by 1 or 2. This means the MC will have to maintain the relationship (easy to keep up, but still, it should be necessary).
Now for the critique: I have 13 pending quests. The new version resolved 1, furthered 1, and added 1. Net change is basically zero. Let's try to further the story along here, please? Development seems to lack focus and direction, is what I'm saying. That said, liking the game overall, and the plusses more than make up for the minuses.
Alternative: energy allocation dictating the quantities of water, carbon and food that are available. This means all upgrades can be based on efficiency for each resource and total power available to use, although that sort of change is too major for quick development, I think it would nonetheless make it easier to transition from early game where focus is on base development to mid game where focus is on quests and relationships (some improvements on the relationships would be nice, too, like more linking between relationship scores and what they are willing to do, i.e. minimum relationship check before allowing an activity, and mood adjustments to relationship score).
Last recommendation: another easy one - every day, each girl's relationship score should drop by 1 or 2. This means the MC will have to maintain the relationship (easy to keep up, but still, it should be necessary).
Now for the critique: I have 13 pending quests. The new version resolved 1, furthered 1, and added 1. Net change is basically zero. Let's try to further the story along here, please? Development seems to lack focus and direction, is what I'm saying. That said, liking the game overall, and the plusses more than make up for the minuses.