Widget Inc.

Widget Inc.

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Wig Bang Nov 9, 2024 @ 7:10pm
By far the most annoying thing in this game
Is finding the building that makes a given thing.

How was this not thought of in the design process?

All it would require would be that when you were IN a building, an icon of what the building looks like out on the map is visible.

Instead you have to spend a LONG time searching for a building that makes the component in question.

Unbelievably annoying and what I've spent well over half my active playtime doing.
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Showing 1-8 of 8 comments
shadow Nov 9, 2024 @ 7:45pm 
The thing that helps me is looking at the building text to see if there were any biome bonuses. By the time I'm losing track of where things are, that's due to moving them outside my immediate view.

Also seemed like after a prestige or 4, my personal layout kept things somewhat organized and faster to identify.

But I agree. It would also be nice if clicking on that icon in the building highlighted similar buildings on the map until you clicked away.
Wig Bang Nov 9, 2024 @ 7:48pm 
Originally posted by shadow:
The thing that helps me is looking at the building text to see if there were any biome bonuses. By the time I'm losing track of where things are, that's due to moving them outside my immediate view.

Also seemed like after a prestige or 4, my personal layout kept things somewhat organized and faster to identify.

But I agree. It would also be nice if clicking on that icon in the building highlighted similar buildings on the map until you clicked away.

Yep, the placement bonus is a good idea, since I have most of my buildings in their respective placement bonus dependent biome/building-adjacency-criteria.
PixelPaggos Nov 10, 2024 @ 1:07am 
an icon of what the building looks like is in the build menu, you can also unlock in the skill tree the ability to highlight all buildings of that type by right clicking. .

If those arnt enough I suggest the practice of expanding east and building your production chain vertically to help you move through and keep track of the tiers.
ed Nov 10, 2024 @ 11:24am 
It's pretty easy to get inside a frame that makes what you want, so a button there that takes you to the map centered on that frame would make finding the frame on the map easy.
PixelPaggos Nov 10, 2024 @ 12:13pm 
I dont think that would solve the issue considering your not going to have just one of that type of frame but many and likely spread across various locations.
ed Nov 10, 2024 @ 12:43pm 
It won't completely solve the issue, but it would get you to some of them and that would give you a clear picture of what they look like and how you tend to place them. That's a lot easier than relying entirely on memory.
Noodl Nov 10, 2024 @ 2:38pm 
Ya know, I came across this issue quite a few times. And I think the main things involved are 2:

1. Progression is just too fast. You finish setting up production and are on the next tier. This results into getting to tier 10 without real intricate knowledge of how the previous say....4 tiers work really. Too much is thrown too fast and you're left kinda lost, just going through motions enough times until you're suddenly overwhelmed.

2. Probably a hot take, but the lack of conveyor belts. On one hand they remove a lot of needless complication and make the game more simple, but at the same time the lack of ability see where things are going to/coming from really hurts the flow. A very simplified conveyor/logistics system would do wonders, but I think it would change the whole game.

Honestly I think altering the pace of the game would be best, but it's a fine line of not making things take too long. Though it is supposed to be an "idle game" I don't think there is enough idle or variation between a lot of the tiers to make things seem significant enough to be memorable.
Wig Bang Nov 11, 2024 @ 11:51am 
Originally posted by Noodl:
Ya know, I came across this issue quite a few times. And I think the main things involved are 2:

1. Progression is just too fast. You finish setting up production and are on the next tier. This results into getting to tier 10 without real intricate knowledge of how the previous say....4 tiers work really. Too much is thrown too fast and you're left kinda lost, just going through motions enough times until you're suddenly overwhelmed.

2. Probably a hot take, but the lack of conveyor belts. On one hand they remove a lot of needless complication and make the game more simple, but at the same time the lack of ability see where things are going to/coming from really hurts the flow. A very simplified conveyor/logistics system would do wonders, but I think it would change the whole game.

Honestly I think altering the pace of the game would be best, but it's a fine line of not making things take too long. Though it is supposed to be an "idle game" I don't think there is enough idle or variation between a lot of the tiers to make things seem significant enough to be memorable.
I hadn't thought much about the lack of conveyor belts.. but you're right.

It doesn't even need to be belts tbh.. could just be an overlay of arrows showing the dependencies and stuff.

Something to give players a more holistic view of what's going on and what depends on what.
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