What I would do…
Is try to figure out a unique mechanic for food similar to Liquids “Gulps”
Air is the bitch basic “Mass / Second”,
Liquid has a recharge period and then does multiple gulps which makes it feel mechanically distinct,
Food is just a high-powered Liquid without the repeated gulps, which makes it feel less interesting mechanically combined with the extreme recharge period & expense, it just feels “Not Worth It”.
The immediate Idea I have is having multiple “delivery drones” so there are multiple food bars all going at the same time (even if they’re not acting in sync) but I have no clue how doable that would be without tearing the code up by the roots.
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I like this silly game, the only thing I would maybe want is a bit more granularity between stages, instead of room → building → country something like room → home → floor → building → city → country, more interconnected stages between growth
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That’s a very compelling idea. I could come up with a unique mechanic for food. Implementing something like delivery drones wouldn’t be too hard. It seems food is due for a fundamental change.
Also loved “Air is the basic bitch.”
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So that would mean there is
Mass/Second
Mass builds up and then releases in rapid succesion
Multiple bars build up and release on their own accord.
I think those last 2 are a little too similar. It’s better than it currently is, but still just liquid 2.
Yeah I would love to see that. Also if you could go further than the current highest stage that would be cool too.
Is it just me, or do the producers stop producing if you spend some time away from their upgrade tab?
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Nice little incremental game!
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I’m gonna be brutally honest with ya’ll. I’m really struggling with how to balance food out. I’m thinking of ditching the whole “Slow but mighty“ gimmick because I can’t seem to make it scale well against liquid without becoming extremely overpowered.
I’ve tried another gimmick. This one gives food a “health” bar and you “bite” every second. Every bite adds to the food bonus multiplier on top of the base. When the “health” is depleted the bonus multiplier is reset. You can upgrade how much bonus the bites give as well as how strong the bites are. Right now I have this as one button, should it be two?
I’ve also changed microwave’s function to upgrade the base but also add health.
I found this whole system to be absurdly overpowered though so a lot of tweaking is in order. Should I keep going with this gimmick? If anybody has any other ideas for food let me know.
You could make food interesting by making you unlock multiple different types of food. Each food can have their own cooldown and each one can fit into different categories. Healthy food could give you certain buffs whilst unhealthy ones give more mass. With synergies you could specialize into one of these types. I don’t know how good this would be, but it could be neat.
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