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the game needs heavy polishing at some game breaking parts.
- the conveyors are currently totally unusable - in know there is some update coming up here - hopefully it may work out then
- currently, one only waits for the research to be finished hours by hours. one reason is, that some components like the cases are not balanced very well. another reason is, like someone else already said, level by level you need more and more tables to assemble higher tier components. that is the most gamebreaking thing. it intends, that you dont assemble a new and better component but just improving a wacky low level component. make the tables more diverse, make them real stations with heavy throughput. make the assembly of higher level components independent of their lower parts - instead add to the required resources.
- i wonder, why i should bother on creating higher tier parts because of the above thing and still having the same price for something that required only low tier components early on and later much more higher tier parts but for the same price. this way one cant get on a good cash balance level.
- also just creating modules and components for sell doesnt work out too, because the selling numbers are very limited, so you cant balance out expensive products or other modules very well.
- sell prices of modules and components is also an issue, as it does not scale very well with tier level.
- another heavily annoying thing is the control of the alter ego. if you just click one pixel besides something .... BAMMM the cam warps you to your alter ego on the other side of the map.
- buildings are too small. the free game mode has always the same structure. a variation or editing is missing here. the decorative items are nonsense witch such small buildings. noone will buy and place them.
- up to now, i've reached the drone product. then.... nothing.... for alot of playing hours. i wonder if there are more products to come. currently 4 of them are too less.
- the assembly stations for those simple circuits are nonsense as they are now. they might have a big througput, but the conveyors are broken and thus those stations are too.
- big assembly stations could be a nice thing for more components. they also might save the number of employees and maybe also should use less parts than at a normal assembly table.
- the buying parts stuff is broken too, as it is not determinable, if filling a non-empty stack slot is grabbing my cash as if the stack slot would be empty. plus, depending on the number of bought stacks, there should be some kind of discount.
- i am also missing some finance stuff. you cant take loans or anything else for investing in a new production pipeline. that micromanagement and waiting for the sufficient cash is horrible.
- researching on existing components and modules to reduce their "tetris" size could also be an option.
- the limited number of employees per week to hire is also kind of breaking the fun when creating new production lines.
Hey, thanks a lot for your extensive feedback.

We are aware of the fact that several aspects of Good Company require polish and optimization. That's why we're happy to continue developing the game in Early Access with our community helping us to gradually improve things over the course of the next months.

With the upcoming update v0.7.0 some fundamental issues will be getting adressed and we're already looking forward to players' feedback. As for the balancing (prices, building sizes, etc), this is an ongoing process, of course. And needless to say, more features will be introduced, too, in the future.

So stay tuned! :)
hi, thank you for your reply. i cant hardly wait to have my hands on the improvements and new features ;)