Hey Fellow Brewers!
As you might know, I released a small update last week dealing with the tutorial. I realized that Draught Kraft can be a difficult game at times, especially your fist time around. So I tried to address this slightly with the new tutorial. I suggest checking it out, there might be something you didn't know.
I know the learning curve might not be the only problem. I see that pacing can be an issue for some people and I tried to mitigate this somewhat with the game value adjustments. But I might do a slight overhaul of some of the pricing in general (both money and unlocking). I'm also open to suggestions that you might have.
I also figure that pacing might be a problem with the fact that you are one person in the beginning, and one person can only do so much. But this is where the employee system will come in handy. As I'm reworking the employee system, I realized that I might be able to make the game a lot more interesting by having you balance all the tasks of each employee, but still make it easy to get stuff done. One idea I had is an auto task system that I've written about before. The basic concept is to have an employee "record" their movements and tasks, and being able to play that back with any other employee. I feel this automation would have a essence of Factorio or other automation games. There might be an early gameplay threshold that you need to pass but once that happens, the game will become more about optimizing your brewery for max profits.
I want to make the risk vs reward factors way more prevalent and have the game push the player to take more risks.
Having watched a live stream of the game, I learned a lot and I really appreciate the feed back, so keep it coming! I'm open to suggestions about making the game more rewarding. A lot of self reflection this week but all for the betterment of the game. And thank you to all those early adopters, your support is how and why I keep plugging away at it everyday! Thank You.
Happy Brewing!
-Vertnacular
