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As an aside, I've got some thoughts on your game. I've only played the demo so I've not experienced much [yet].
This game feels the way an early access game should look. I played Factorio back in their early access (build 9 iirc, had loads of fun in build 12). The entry price was 10 usd. Yes, with inflation there's a gap but I'm not sure that argument is productive.
Your cover art is fantastic! If you put that face on the body of your game (eventually) the immersion factor would make up for a multitude of lesser sins. .
Expand the demo a bit. Again, I reference Factorio is we are to compare to a standard of success. Play that demo and compare to their full game... then shoot for a similar comparison in your project.
You may want to reconsider trivializing income generation. Again, this is only one player's opinion and I do understand you want your player base focused on other game mechanics. You can have a 'sandbox' mode where gold generation is x5 or some such to _intentionally_ trivialize. This way in the 'main game' or 'career mode' your player has to work for it with a bit more focus. My thoughts are: if your player feels they have discovered a cheat or work-around to any game mechanic, the perceived challenge level gets diminished.
Anyways, I can't close without a solid round of kudos to y'all on your first launch! If you made it this far into my diatribe you deserve at least that much :D With a tonne of extra effort and the dedication of a zealot you will have a wonderful game here. This is a solid beginning and can carry you far. Best of luck and fortune.
We are well aware of the lacking visuals of our game, we've done some overhaul of models and added some more visual improvements, but it's a core issue that I'm not sure we'll be able to fix much. Price wise, for the features Forge Industry has, it's not outlandish. It's just the visual barrier that makes it tough.
I'm not sure how we can further expand the demo? There's already plenty of recipes and buildings you can have in the demo, showcasing our route system. Factorio's demo is very extensive, I agree, but I'm of mind that our demo is more than enough to showcase what we want to showcase with it.
It's a delicate number balancing game, and anything beyond changing numbers would lead to some drastic changes that we are unable to implement right now.
Thank you! We're definitely learning a lot from this launch, and taking that with us to make any further projects we do even beter!
Then maybe I've done something wrong. The shops will create several recipes but will not carry (for example, copper ingots) to market or the research house. All things iron and [oak?] seem to be as advertised but won't progress past that.
I'll look a bit closer next time I run it.
I do have tier 1 goods in both stations and want to specify the [copper / birch]. Or should I completely separate those processes by product and just select any valid output?
So right now, you indeed have to separate the process if you want/need the control over it.
Yes, I noticed the pommel and scabbard are optional. Made sure the check is on the appropriate icon (not necessary for pommel btw). These checks also reset when you close/re-open the interface.
Thought you might like to know.
Afterthought... I did manage the quest item for 'make a short sword'. The whole process feels a bit clunky. Workers will pop off running errands empty when no product is immediately available which seems wasteful in a game that expects the player to optimize. Maybe add an option to 'wait for item' or 'wait for x sec' in the dispatch routine. Don't know what your goal is here. Will check progress again later.
Reguards,
Calisthra