Good Company
Lt. Vadim Apr 1, 2020 @ 4:17am
My issues with the Game so far
- Game is just too unforgiving, which is especially bad in the beginning, when player trying to figure things out. But in first missions nice-working 1-product assembly line gives about 500-1000 weekly income, but 1 mistake, and here you go with weakly losses of 2000-4000 and inevitable GG in a couple of months.
- The lock on character was te idea, but it is too much of a limitation for a Tycoon game.
- Type of production of the Tables should be allowed to be set from distance, including in building/logistic modes. In general, there is too much of unnecessary clicking.
- Buttons for speed should be locked on "pause", "Normal", and "Fast" (probably add "Fastest"). All problems with goiung from "x2" to pause should be fixed: disappearing "Pause" button on x2 and going from pause to "x2" directly.
I have complaints on to little space in shelves (workers cannot take resources from corner-shlf and give back the assemble product on the very same shelf, instead there need to be a second one), radius of the logistical point (basically, now we need 1 LP for 1-2 Shelves), inability to assign a worker on 2 and more jobs (like 2 LP, or having 1 worker for both research point production and spending).
- So far its hard to tell if someoue working on the exact Table. Some icon or a marker should be added for working or empty ones.
- There should be an option to see the current inventory in shelves from distance. (I know you try to make this "you are the character" atmosphere, but the gameplay is so unforgiving, that a single accident or a lack of information may ruin the Mission. And to constantly run around and checking stock on the shelves is not the gameplay everyone desire.
- Icons of components shold look more different. Specifically: basic/plactic/metallis cases; LEDs and simple circuits.
- "Fire" button should be moved from "Hire" button. It's plainly confusing.
- When person is hired, list of candidates window should be closed automatically, since very often it's overlapping with the working position this fresh worker is suppused to be assigned to.
- I didn't get it yet: does salary affect anything? I mean do expensive workers work faster? As it is early-access, I suppose this will be added later on, and cheapest workers are the strategy so far.
- This going back and forth between modes should be simplified somehow. After some hours of the gameplay it's so frustrating not being able to do what you want because you are in the wrong mode. Like a death by 1000 cuts.
- In Finance screen Monthly report should be changed to Weekly report (in 1 month too many things happening).

Will keep playing, maybe later on I will add more stuff in a separate topic.
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Showing 1-7 of 7 comments
rokzon Apr 1, 2020 @ 5:10am 
Hey Lt. Vadim. Wow, that's tons of interesting feedback. Thanks for sharing your thoughts! We're constantly monitoring community feedback and collecting focus topics in order to inform future development. Looking forward to more input. Enjoy the game!
Lt. Vadim Apr 1, 2020 @ 8:22am 
Originally posted by rokzon:
Hey Lt. Vadim. Wow, that's tons of interesting feedback. Thanks for sharing your thoughts! We're constantly monitoring community feedback and collecting focus topics in order to inform future development. Looking forward to more input. Enjoy the game!
Ok, then some more feedback:
- It's too easy to lose game with a single assembly miscalculation. So please, add option to have multiple saves per level. Not everybody are fans of this Ironman mode, especially when few hours of gameplay is on the line, and Restarting meaning doing the same assembly line with doezens of connections from scratch.
- Please, add option to duplicate the workplace, with all connections saved. Like to "assemble calculators in the very same way as the table on the right".
- Also, an option to upgrade Tinkerers table to Electronic/Chemical/... would be very nice. Removing table, buying new one, and re-doing all the connections is unnecessary.
- It is very hard to understand what component is overproduced. So far the worker is getting stuck in front of the shelf with "Overloaded" sign above them. But it is not clear what is the cargo and where is he from. I suggest adding: (a) information about what worker is carrying in the Worker screen, and (b) somehow show the connection of the worker with their working place (just a simple line will do).
- Few crashes. Interesting point - restarting the game and Resuming the mission leads to the exactly the same moment of the crash. So possibly it is happening during Autosave.
- In missions, I humbly suggest removing "per week" conditions. My point is - you often ask to make a new product with new component, and produce a lot of it (so 1 table is not enough), so all tables should be re-focused on new production. But again, since game is such unforgiving, and if something was not adjusted (like all was fine and dandy, but all of the sudden those nasty LED panels all became used up and now the line generates almost no product), and here you go, GG. I had that situations 4 times already, usually on later stages of the missions, and I am only on mission 4. Changing it to just "Produce X of Y" will allow slowly start new production with just one Table while having good old profitable production from the previous stage up and running. Having condition "per week" almost forces you to blindly switch ALL production from profitable product to the unknown one, which, again, often ends up in GG, especially first time you see this new product.
- Yes, and please, in missions, make sure new product is considerably more expensive, than the old one. Because in some missions we need to add component, which require additional production lines, but the rating and the price only decreases (like with those nasty game consoles with sound modules). Right now I am little frustrated after going bankrupt in this mission just because Switching from nicely packed 5-star consoles to those with "1.2 sound rating" just collapsed my production line leading from +5000 income to -4000 and GG.
- Overall, I suggest reducing the salaries. Because at the moment just 1 excessive worker on the logistic may collapse the economy, especially early on in the mission. Or at least add dificulty levels. I am an experienced Tycoon/Strategy/Management games, and I still have Huge problems with trying to keep up to pay my workers on the very first missions.

Ok, so far that's it. But I will keep it coming.
Last edited by Lt. Vadim; Apr 1, 2020 @ 8:28am
FaeLad90 Apr 1, 2020 @ 8:51am 
I agree with a lot, too, but I do love the game so far as well! I totally agree about the locked on character and the ability to check shelves from a distances, not to mention adding research projects and analysis. Why do you have to go to a table to select what the person working the table is supposed to do? haha. Nice rundown of some things that need to be fixed.
NeonHaggis Apr 1, 2020 @ 9:08am 
Agree with most points. Especially the locked on view point with no ability to set table build orders from a distance. Just a bizzare choice for this type of game that I hope the devs will revisit.
Jelly Apr 1, 2020 @ 9:16am 
Remote planning and set up should be allowed, otherwise it's too much time used on just moving back and forth. Blueprinting the layout of factory floor would be nice too. Agree with most of the suggestions.
MrBiology Apr 1, 2020 @ 9:28am 
I definately agree with the "character control for everything." I can understand the desire behind having the character go to the bench to set production and can see that continuing (even if some people dislike it.) BUT, we need to be able to move the camera while paused... especially if re-designing. When I went to move my benches and re-set some work spaces when purchasing a new building, I had to run the game as I walked from building to building, back and forth, to move benches... the losses this caused was insane and consequently resulted in bankruptcy. Editing location of benches should not take real time. If this was paused (like in logistics mode) AND both of those allowed you to move the screen around to make connections while time was paused, that would improve the gameplay and enjoyment while still keeping to your character being integral in setting production without causing major monetary loss while setting up your factory. (If its to add realism, maybe add a small cost (say 10% of value of item being moved) in order to move it?
devxx Apr 1, 2020 @ 1:15pm 
ug...* scratches head * ... yes, i know early access, not feature rich and quite possibly buggy, but this is upsetting because the game has been out barely 24 hours and the guy needs to eat, sleep, and mow the lawn so he hasn't been playing that long, YET his list of issues (ISSUES, not bugs) with the game is so looonnnggg i am now hesitating. for 10 bucks i'd probably dive in but not for 23/25. game looks fun and i hope the devs give it the attention it (apparently) needs but this is EA and i've seen more than a few devs leave town early so i'm gonna wait and see.
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Date Posted: Apr 1, 2020 @ 4:17am
Posts: 7