I have to agree with jacksonas, I want a current readout on one of your 9 in-game screens that state how many tangerines per second each building produces, as well as an indicator stating how many tangerines each click produces. It's nice that you have a wiki with spoilers that states these things, but, there really should be either a tooltip upon mouseover, or else a stats page within the game itself, that states these things, particularly if they are subject to augmentation and upgrade and are therefore dynamic.
When the humans all die, who will harvest the tangerine farms? Who will man the tangerine labs? And for the love of all that is holy, who will scoop out the tangerine cats' litter boxes?!?!
I just checked back on the game to see your progress, and am disappointed to see that it's still an enormous fixed size form that exceeds my resolution (1280x1024, which is not unreasonable to ask you to accommodate in my opinion) and forces me to use scroll bars to see the whole game. No other game I have encountered on Kongregate does this - they all fit in my browser window except yours. Can you auto-size it or something? Go ahead and make a full screen option for those who want it, but, I'm just conveying to you that as an end user, if I have to use scroll bars, I won't play it. Just trying to help you make a product people will enjoy using. Thanks for listening.
I appreciate the awareness you're spreading, but the mechanics here are a bit silly. It isn't at all clear when some workers are dehydrated. Then when it's finally called to your attention that they are dying, you can't upgrade them to fix it? And you can't move a water cooler from its spot? How heavy is that darn thing? Can't I just empower the workers to walk across the room to get water as needed? I mean, yeah, yeah, it's a game, there have to be mechanics, yada yada. But these mechanics are slightly on the obscure and unforgiving side. Good game concept regardless.
Likewise - the player's action should not be allowed to remain on the Building button if there is nothing in the building queue for a reasonable period of time (5 seconds should be good.) Allowing us to specify a default activity to revert to, such as mining, would be ideal. Nice game concept, overall, btw. It is engaging to play and you have come up with some fresh ideas for this genre. Keep refining it and you'll have a winner on your hands.
I think it's a little chintzy to allow us leave our action on "Trapping" when there are no traps. How about allowing us to specify a default activity to revert to, when there are no traps present for, say, 5 seconds?
I think when you (the player) are spending your action to perform resource gathering, it should boost all workers assigned to that resource, in addition to your base gathering rate. In other words, there should be a multiplicative increase, in addition to the additive increase, when you mine or farm or chop lumber.
It would be great if you gave us visibility as to what the next upgrades are, and what milestones need to be reached in order to unlock them. That sort of gives us something to shoot for. Right now it feels somewhat aimless, and the upgrades sort of randomly show up no their own, "whenever".
+1 to the idea of creating a button to buy traps 10 and 100 at a time. Also, when multiple consecutive traps are queued up, you could just display the trap block *once* with a counter, instead of one trap block for each trap. e.g. [Trap x57] instead of [Trap][Trap][Trap]... 57 times.
How about a slider control to allow us to increase the percentage of population that can have jobs? I like reproducing as much as the next guy, but a 50% mandatory unemployment rate seems a bit high...
Your game takes up more real estate than my screen allows, causing me to have to scroll to see the contents of the basic game frame. How about accommodating those of us who aren't running 1600x900 displays?
Why is it so hard for you little morons to stay on task?! Look. There's a big pile of bees right there. It can't be more than two linear feet from our bug hole. Just run back and forth, dissect them, grab the parts, and lug them home, until the bees are all gone. What in god's name is causing you to wander 30 feet away? There's nothing OVER THERE!!
I really wish the pheromone trail "brush" weren't so intermittent and laggy. Why not implement it as a vector instead, letting us drag a straight line from the origin to the destination? It would be less flexible, but at least I wouldn't be leaving a useless broken trail of dotted lines all over the map. As it is, in order to leave a solid trail, I have to drag it so slowly that it's practically faded by the time I get from one side of the screen to the other.
Gosh, I sure wish the chem trails lasted longer, or that the AI could stay "on task" more often. These larvae are wandering all over the map instead of honing in on the tasks I have set for them. I understand this is supposed to be more sandboxy and less task-oriented, but, as long as I'm going to set myself to the job of micromanaging these little buggers, it would be nice to have some tools that made it more convenient to do so than it currently is.
Idle? Does the game even run, when it's not in the forefront? I've spent a half hour in another browser tab and came back to find that my totals had not changed one bit. I then played with it, toggling back and forth to see if my larvae even change position when on another tab -- they do not. It isn't an "idle" game if you have to keep it in the foreground!
Also, you can scout out where resources are even under the "fog of war" blacked-out map areas, by simply mousing over them and waiting for a tooltip to pop up. Seems kind of chintzy, that.