Weird that they both came out so close to each other means that both devs had come to the idea on their own. NGU Industries felt like an expansion of the Supply Chain Idle game on Steam. I just boot it up for 10-20 min a day to set up experiments and grind out the BDSM and farm upgrades available because 4G makes weird games that get me invested beyond achievement hunting (670 days with 30avg minutes a day and the end of NGU Idle is finally -somewhat- in sight) Two weeks ago I got through all the research and relics upgrades. see cardboard, you could make that reinforced cardboard, reinforced replaces the infinated cardboard, and now we got a new resource with its own puzzle to min max, and for difficulty up bonuses, some resources respond in interesting ways to beacons or worlds they are on, possibly even squares, imagine plastics going 3x faster or more production when placed next to water.Īs clunky (and boy is it clunky) as it is, there's a lot I enjoyed in my time playing. All those things look more like a crutch, or a placeholder before some real feeling of the progression made.Ĭould make an easy normal hard mode by upgrading the resources and the corresponding juices, while this wouldn't be as definitive as difficulties in idle, it would allow the content to get rehashed in ways that you either go along with the stupidity or you treat them as roadblocks. "infinite" resources to stop the numbers from snowballing, same timers for tasks like BDSM and research. The concept doesnt work in familiar ways. As you can see ingame from of the mechanics you could understand that to develop it any further it would require an overall overhaul which makes it sometimes easier just to start from scratch like making a new game. In my opinion: its not about the burnout but the perception of the game development encountering dead end. a tile of 3 speed 3 prod 0.2 cost would be polished to like 4 speed 3 prod 0.Originally posted by Lukecis:Kinda sounds like a joke tbh, burnout is burnout, it happens to all of us with anything we do too much, I'm sure updates will come back eventually, just get to the end of the game now and let it run until the next update, no harm done even if its years from now. Polish cost rounding button: this should be used after optimizing using rounding mode, it would consider rounding mode + rounding cost (using a more aggressive version that only works with good enough setup) and place tons more speed beacon, i.e. Saved filename is formatted as: NGU_industries_(date)_(map)_(score)_(max speed)_(max prod.)_(min cost).json Minimum cost is the minimum effective value for cost beacon on a single tile, works similar to maximum speed/prod. A tile with speed effect > 2 but with a max speed = 2 would recieve a speed score of 2 + bonus. It will recieve a small bonus score on reaching it. is the maximum effective value(target) of effect on a single tile. Score for each tile is calculated as: base * speed * production / cost. Press 'optimize' button again to stop optimizing.
Select optimize strategy ('sum' is overall production, 'max' is single tile production for infinite resources).Disable/Enable tiles by clicking on it.Select what types of beacon to use for optimization.You can play around with it on Github.io now! Web based optimizer for the game NGU INDUSTRIES