Wilmot's Warehouse

Wilmot's Warehouse

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Tigrou Sep 2, 2019 @ 11:26am
Some suggestions
I played (and finished) this game with a friend last weekend. Overall, it was a very pleasant experience. However, there is a few things that could be improved :

  • The gameplay is 10% about delivering items to customers and 90% re-organizing stuff. Every round, it feel like a lot of effort for delivering just a few items to customers.

    I was expecting to have to deliver more. Near the end of the game, I had TONS of items of every type (too much actually) but each round only a few things will be delivered.

    What about having some special events like "massive sales" with lot of things to deliver (but more time). or having to do "non stop 24/24 sales" with multiples rounds in a row (with no pause or restocking in between).

  • Borky is nice but too dumb. Most people tends to organize things in rows or columns and it seems Borky drop items to the first valid position it found. Because of that, it will usually put things at the wrong place, sometimes blocking the possibility to reach other rows/columns of items nearby.

    To devs : what about this : when searching for best drop position, Borky should choose the one that has the most up / down / left / right connections with other blocks of the same type. So a position that match with 3 other blocks of the same type (eg : left / right / up) should be chosen over a position that only match with one (left only).

    Additionally, Borky should be able to detect if items of a given type are usually put vertically or horizontally (column vs row layout), by checking if blocks have more vertical (up/down) or horizontal (left/right) connections with blocks of the same type.

  • Borky is a little too slow even with the "faster" improvement. What about possibility to buy a second Borky or another update make it even faster ?

    Thanks for making that game anyway.
Last edited by Tigrou; Sep 3, 2019 @ 1:13am
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Showing 1-2 of 2 comments
alexandermagnoh Sep 2, 2019 @ 12:32pm 
I agree about your first point. It's true that due to the huge amount of things you have to store the game is more difficult as the time goes, something I like it.

However I prefer random events like you said, or also get a bigger warehouse to store more than 200 products and then continue the game with this increase.

Also the game is not actually so difficult because you can't lose, only you receive a warning to do things better, but without any consequences apart from not gaining any star (as far as I know, correct me if I'm wrong). I need some more pressure. I don't want to see that the only objective of the game is actually how much time you need to end the game (like a speedrun).

Also I don't like the game ends when you reach the 200 product mark when you actually doesn't store those last 4 new products. I don't understand that decision. I supposed that the game was like a survival game to see how much time you maintain the requests.

In addition (at least in my first game, I need to confirm this in future plays) I saw something like a pattern. I mean, there are request that were asked a lot of times, as well as some products that are asked with others of the same "type", so you can "predict" future products and ease the delivery of them. I wonder if other users have seen this.

About the behaviour of Borky, I agree with you to some extent. It could be smarter, however this could lead to lower the difficulty of the game. I prefer to see Borky as a tool that help me to put the same things together and later I have the final decision to put in the way I want.

As the OP said above thanks for making this game, it's very original and I like a lot the timelapse feature!!!
Last edited by alexandermagnoh; Sep 2, 2019 @ 12:33pm
Green Sep 4, 2019 @ 9:53am 
borky is just a really stupid dog trying his best :(
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