![]() Maybe at certain base levels your houses start to demand better goods? That risks making upgrades feel like a penalty, so it would need to be carefully balanced, but that's the idea. Right now you could feed your town raw grain forever - not the most efficient, but you could do it. ![]() I just need to think of the correct solution - and would love help from players to figure out what they feel would motivate them the most.Īlso agreed that I want to incentivize higher-end goods more. But right now Factory Town only has intrinsic motivations - it's fun to build and lay down belts! - but there's no story, or threat, or explicit extrinsic goal - that motivates players to reach the end of the tech tree.įortunately, I think this is only requires a small change of context, how the game is presented to the player, and doesn't require ripping everything up. In games with combat, this is much simpler - you need to protect yourself. ![]() And there's nothing DRIVING you from minute 1. I see the current state of the game as a solid foundation, but that needs much more balancing & adjustments to mechanics before it really feels the way I want it to. Although having an option like this, in order to balance it so people aren't just using chutes and nothing else, the items should slow down unless they hit a decline in elevation. Maybe even a challenge mode based around only using chutes. That said, I would advocate for an option to allow chutes to transport everything. Chutes are rarely used for distance transportation for anything beyond basic materials, and even then we have more advanced methods now. The logic behind the restriction does have a basis in real life. He's certainly got a good thing going and I'm looking forward to future updates.Īs for chutes, wouldn't say it's a mistake. But other than wanting to get the least amount of coins you can get for Purple, my motivation was only because I wanted to do it, not because it was encouraged or incentivized. I decided to do apple pie for the purple coins and I had a lot of fun making an absurdly large factory that spread across half a tile. I kept expecting to encounter something that would encourage me to use a higher grade of that tier, or discourage staying with the Tier 1 items for each respective coin. In regards to using just early game items, yes, we can do that. I can only evaluate this as a complete mistake. By limiting what items can be used on chutes, the game is effectively forcing players to use conveyor belts instead. I would very much enjoy creating a chutes only town where I was constantly forced to build higher and higher. The chute mechanic along with the ability to elevate buildings is one of if not the most unique things that separates this game from others. In regards to the one major exception to the great mechanics, the limitation to what items can go down chutes is a mistake. I don't know what the exact solution for this should be, but something needs to be implemented. This is the same problem Factorio had before the introduction of rockets and infinite research. Whats more is that this game has no sink for extra resources after you have completed all the research. These are all simple products that can be produced at the very start of the game. As an example, I completed all the yellow, red, and blue research producing only flour, shirts, and warm coats. Factory Town does not do this and it is a major drawback to the game. The reason for this is because the game is designed to force the player to not only increase raw material input but produce increasingly complex components. In Factorio there is a common saying "the factory must grow". With one major exception, Factory Town is a game with great mechanics with poor objectives. I make this post because I see great potential in this game and wish to see it be better. ![]() I will be referencing Factorio because it is a similar game that I really enjoy and had similar problems before the steam release.
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