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Your route stops can't be changed currently, and we've implemented this intentionally. During testing, we found out a lot of things can go wrong when changing stops in an active route. For example, what if your worker is halfway? Does he immediately have to stop? What with items in his inventory? If we let him finish his old route once more, we got the feedback that editing was unpredictable as well, as it seems like nothing changed, also if you changed the start building, the worker also is completely lost.
That's why we ended up opting for requiring the player to create a new route if doing something impactful like changing the physical route workers will be taking.
We'll see if a lot of people give us similar feedback, but for now, we will most likely keep it like it currently is.
Thanks again for your feedback!
Full disclosure, I wishlisted the game when it popped up in my discovery queue because the premise was interesting, the screenshots (especially the longer distance ones) had a low-poly style I like, and I like automation/factory games.
Then I got around to playing the demo a few days before launch. My first impression was, "Okay, this is going to need some time in the oven before it's done, but there is a solid foundation there." Then launch day came and the game launched at full price as a full release. My reaction then was "Nope, this should have been an Early Access release and cheaper based on what I saw in the demo." So I removed it from my wishlist.
Then I saw your video about how launch day went and put it back on my wishlist. I'm working on going the solo dev route myself, so I prefer to support indie games when I can and you guys seemed sincere in wanting to improve the game and do better on your next.
So, the things that made me to initially remove the game from my wishlist:
All the things Jables mentioned.
The art style was really inconsistent when zoomed in. The marketplace looks nice and has lots of little details, the sawmill is passable, but the refinement center with all the flat black textures looked placeholder to me (although the molten metal looked good). The rec center, a building that the player will likely interact with a lot looked very unpolished. There were gaps in the roof tiles and then some of the tiles visibly clipped through the framing beams. The torch FX looked like it was placed incorrectly, the banner hanging from the roof was obviously off-center, and the windows looked like someone had pasted windows cut from construction paper on the walls.
I found the character models for the workers off-putting. They have big black creepy doll eyes that never blink and when they move with both arms trailing behind them, they look more like ghosts or humanoid hover bots than people. I have no problem with them having no legs (Factory Town probably has workers closest to what you have and they hop around without legs or arms, and I think they're charming). Either giving the workers a simple walk animation where they swing their arms and have any load strapped to their backs or they carry it out in front of them with outstretched arms i think would help there. Also the building workers do nothing but bob up and down with their backs to the player (at least at the default camera angle) which makes them seem lifeless.
Routes. Why do they exist? This isn't a train game, it seems like more of a factory/automation/city builder. Since conveyor belts and inserters would be out of place, why not use a simple supply and demand job system where any workers not assigned to a workstation form a pool of transporters that move items around, or have workers assigned to a warehouse or market be transporters (or the building workers themselves could go fetch materials). This might be a little harder to code, but removes a whole layer of both UI and complexity for the player. Workstations being under utilized due to supply problems? Just hire some more workers or build a warehouse nearby. There are a whole host of games with complex supply chains that work just fine using this sort of system, the Anno series of games, De-Synced, Kubifactorium, and Banished to name a few. Factory Town has a simple drag and drop routing system for workers. Click on a worker, drag them to the resource or building you want them to pick up from and then drag them to the place where you want the resource delivered. If you change a worker's assignment mid-trip they simply stash anything they are carrying in the nearest appropriate building and start their new job. Building placement/proximity to needed resources/transporters would still be important which I think is the main goal for this type of game.
Ok, this ball o' feedback turned out to be longer than I thought. Congrats on launching (a lot of indies never get that far) and I hope your sales numbers improve. The game is still on my wishlist, but will most likely convert to a sale soon.