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Reviews (3)โผ
The game truly is just boring. There is no strategy, just move blocks from here to there and hope you guess which one is going to be needed first. Guess wrong? You lose. Guess right? You win that round, get ready for the next 5 rounds of hoping you guess correctly.
I liked the antiyoy game so I wanted to check this one out, too. Overall the concept is fun and I enjoy playing. I think the most important improvement is related to the pathfinding logic + UX improvements. To the developer, I recommend checking out Prison Architect (especially the mobile version) or Blockheads to get some comparison on player feel - the touch mechanics are quite similar, so I think itโd be beneficial. I find that a useful measure of how to make these specific changes are whether or not itโs the โplayerโs faultโ when an issue goes wrong, or if itโs the โgameโs faultโ. Obviously these things can be subjective but here is what Iโm driving at: Very often I find the bots cannot predict how actions Iโve assigned them will affect their future position, and as a result, theyโll be โtrappedโ in a corner by their own tail of minerals and canโt get out. I find I have to do some complex trickery to coerce the bots into not bumping into an object merely two squares away or picking up minerals in such a way that doesnโt completely trap them in the corner. On the one hand, (especially as a manager irl) managing the intellectual inferiority of your units may be a worthwhile challenge that can in some sense be part of the gameโs appeal, but I find the frustration to be more related to the inconsistency. Like, sometimes they donโt trap themselves and sometimes they do, and there isnโt an obvious way to work around it. For that reason it comes across as a bug and not an intentional challenge. Itโs most annoying when the bots run into each other and canโt foresee objects on their own path until they immediately bump into it. For the most part, itโs not an issue when Iโve clearly ordered the tasks in a way that is clearly wrong; for example sometimes I ask it to pick up three of an object but I queued the one far away instead of the first one the bot could reach: fair enough, thatโs probably something I should avoid. If the bots are going to be dumb and require micromanaging, then imo it should be consistent how dumb they are. If theyโre going to be smart they have to be really smart - itโs the inconsistency that causes the greatest frustration. The other bit is I can โcancelโ a drop off action but not a walking action, so sometimes Iโll find my bots dropping off three blocks and then walking in all the places I cancelled, and getting stuck as a result - so I have to cancel all of my queued actions just to rescue them. Thatโs annoying. It should be possible to cancel walk actions as well, simply by tapping again. Those little UX and pathfinding issues are enough to make me want to quit and restart the level which is very aggravating. I wouldnโt call it game breaking but it definitely removes from the fun, which is unfortunate because I do find myself wanting to try and get better at it. So overall I think thereโs a great game and concept, but it just needs a little polish. Great work as always ๐
Iโve played a ton of your games and enjoy this one a lot, my only knock is when I give one bot an order and the mis tap the next bot and accidentally give the first bot a ton of useless instructions. Two things could be done I think: Have the option to replace the eraser in the bottom left with a simple undo so I can remove only one command from the stack. The other would be to diselect a bot after you designate where to place all the blocks it has and will have by the time it runs the accidental command, IE pick up three boxes and place three blocks the auto deselect that bot. I canโt wait to see what you make next!
Version History (16)โผ
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S-kladom is a simple game about warehouse management. However, simple does not mean easy. Carelessness begets mess, and mess quickly leads to loss ;)...