So, I - kinda - beat this game.
The things I liked were the minibots - all three generations of them. The designs were cute, which I think it's what was going for. Although it's hard to really associate much of a personality with the characters, and some of their dialogue was a bit random, it was always fun to encounter them.
I really like the way you generate the minibots - it really makes each generation seem different from the last.
The downside is that there's a really long time in which you've exhausted all the characters' trees, but haven't come close to the end. In fact, I actually would up going in and tweaking the code to lower the win condition, so I could - kinda - get the ending. I think the game would be improved if the minibots' dialogues ran longer, and if you could only advance the trees one or two steps per generation.
In several places, there's a logic bug that makes the game harder than it was intended to be. You have code like:
Code: Select all
if watts < 25:
...
if watts >= 40:
...
There's actually a gap in the condition coverage, such that if watts are between 25 and 39, no code runs, and the game uses the parameters of the previously generated robot. That shows up in a couple of places. When you have ranges like this, you probably want to use an if-elif-else structure, and always keep the sign the same. For example:
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if watts < 60:
...
elif watts < 80:
...
elif watts < 100:
...
else:
...
This will prevent the bug 10kNing reported.
Something of an issue with the game is that the speed of the game doesn't increase as the player levels up, so it kind of drags. I'd consider, perhaps, increasing garden productivity as the robot's energy (or something) increases, and allowing the robot to make more than one smoothie at a time if he has the energy for it. Right now, watts don't really do all that much, outside of the early game - fairly quickly, I became limited by the speed at which I could acquire fruit.
In the tips, it says "Selling Smoothies is the most efficient way to make money." I don't think that's the case - I found it far easier to raise money by selling fruit. Sure, smoothies sell for more - but raising fruit is far easier, at least when it comes to the number of clicks I have to do to raise them. Once I did that, my money increased quickly.
I really liked the dressup-system, but looking at the code, it seems (with one notable exception) that it didn't really do all that much. It would be interesting if you could have the clothes control the outcome - like when wearing a top hat and monocle, the price of everything (both what it costs and sells for) doubles. That would encourage people to use the system more - after a while, I started ignoring it.
I didn't read the introduction - I think I actually enjoyed the game better that way. It was actually kind of fun to try and figure out what the rules were. And that's the thing - I did have fun, at least through the early and mid-game. I wanted to see the ending - enough that I cheated to get it, since I didn't want to spend the grinding time required. If you want to tune this (I'm not sure how open you are to making changes at this point), I'd try to figure out how to make the endgame have some events, and to feel less like grinding.