59: Break 1 above, place 1 block left after taking coin, jump on block, jump up and place block 2 squares above before you land, take stuff, break block finish
Movement Controls stopped working on level16 for some reason after pressing the red button then moving left. Restarting the level fixed it, but just wanted to notify you.
I can't tell where the cube will land on some of the levels that require you to free fall or have gaps but terrain giving the illusion of there not being any.
The 4th ending is Hope. I think it's unlocked by talking non-stop until there's nothing to talk, then checking up on May once you get booted out in the bathroom and making sure to care.
No joke, going beyond the intended 2000 population limit causes the game to lag and start bugging out, be it too many buildings to handle the population causing calculation errors and workers to not reach their working locations. I would like to ask the developer how he estimated roughly correctly that 2000 was the limit of the game and what tricks he did to optimise it.
Yeah, the game may definitively work worse beyond the limit! It was set quite early on as a well reachable target that should be also enough to create an interesting city. After that, I always optimized features so that they at least worked alright on 2000 pop. My testing beyond that is very limited. I'm afraid I don't have the time right now to really go into how I optimized it. I mainly just cache a lot. For example, stone mine keep track of what their nearest rock is. And once one citizen has found a nightclub nearby citizens know they can visit the same one. Maybe I can optimize the game further at some point so that it also works better beyond the limit!
I don't see any instructions to make arrows, and I have no clue why I can't make them. I have copper arrowheads but they do not seem to combined with any (unfinished) arrows up to oak.
Thanks for the heads up! I spent a lot of time minimizing that, but it can still have different behavior on edge cases where things just barely collide. I may end up removing that option or adding a note that the simulation may be unstable. Appreciate the report. Thanks for playing!
Is there a better way to allocate clones to training for the tiers which only require 1 clone? It's a bit annoying to have to manually wait for the next tier to unlock and then also allocate the 1 clone to that clone for each of those tiers.
Oh nice, I'll test its behaviour and if necessary I'll patch a fix (: Thanks