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And people were complaining that he was talking about that everywhere but on discord.
bagdja - M&M 4 — Yesterday at 4:04 PM
@4G (GAME IS OUT NOW YA DUNGUS) whats going on, game is active or what
4G (GAME IS OUT NOW YA DUNGUS) — Yesterday at 4:06 PM
game ded
[4:06 PM]
but 4g will be back in the next avenger's film
bagdja - M&M 4 — Yesterday at 4:06 PM
what you mean, i dont understand
[4:07 PM]
what happened
4G (GAME IS OUT NOW YA DUNGUS) — Yesterday at 4:07 PM
just a lot of burnout and generally not liking the core of the game to want to keep working on it
A shame, because I liked this game more than ngu idle. It was more interesting to me, and doesn't require being constantly open to get progress in certain areas.
https://www.reddit.com/r/NGUIndustries/comments/puomr7/game_confirmed_dead_by_4g_development_of_ngu2_in/
Wat... dang it!! This changes EVERYTHING!!
the concept doesnt work in familiar ways. "infinite" resources to stop the numbers from snowballing, same timers for tasks like BDSM and research. All those things look more like a crutch, or a placeholder before some real feeling of the progression made.
could 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. 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.
NGU Industries felt like an expansion of the Supply Chain Idle game on Steam. Weird that they both came out so close to each other; means that both devs had come to the idea on their own. The boosters, experiments, unlocking tiles, different types of production (normal, flesh, tech, etc), the versatility of different resources, and several convoluted methods of upgrading efficiency (in typical 4G fashion) added much needed nuance to the supply chain concept. The whole story and debt that had to be paid off was a great addition imo. Dedicated upgrade tiles was also a smart idea in how it compartmentalized what was needed to upgrade down to one single resource (20 technically). And I think the farming/breeding idea was underdeveloped but had potential. And I don't know how you'd balance it out, but resources going infinite felt like a great way to rubberband pacing when it starts to drag plus it feels really good to achieve it
Although the cosmetic base-building and combat were both worthless right out the gate. Combat's resource accumulation in the background was invaluable but the actual combat itself and tiny 1 minute boss/zone missions were pointless. And the Muslukk Pit quickly grew just as meaningless. Comprehensive stat tracking doesn't exist and the relationship between farming and AP is crazy lopsided. Also, I wasn't even aware of the farming upgrades for a long time what with the upgrade page button placed unassumingly in the corner of the page. And there also wasn't really room for 4G to flex his typical character and humor. The dumb immaturity of most things in NGU Idle and how they all interact is dumb fun imo and each method of upgrading efficiency felt unique (NGUs, Wishes, Hacks, Cards, Quests). In Industries the only bits of silliness were resource icons and descriptions. Oh, and of course the clear-and-replace grind on every map is annoying. You either blueprint out the most efficient booster placement and defeat the purpose of placing tiles, or you start from scratch everytime
♥♥♥♥♥♥♥ game devs.
Anyway, I doubt 4G reads these forums but the way I see it Idle started much simpler than it is now, heck it came out at peak incremental games and definitely had all the air of a casual silly project iniitially. The pressure to deliver something at the level that game ended at after years of development was probably immense, particularly with community dissecting every single mechanics and decision. If he decides to release another game I'll be there for it. If he finds inspiration for this game after a hiatus I'll welcome it. If he decides that further gamedev is just too much than I wish him luck in his future endeavours and thank for the work he did to entertain me only counting on my goodwill as far as any recompense is concerned.
I only need that and the level 1000 I.T.O.P.O.D one.
If I knew that secret was in there I'd probably be willing to spend however many years it takes to reach level 1000.
Having that forever broken achievement makes me sad.