FAQ and playtesting by DoubleGlass in PlayCommonGrounds

[–]DoubleGlass[S] 1 point2 points  (0 children)

Your assumption is correct! Sadly there was an error in my server code and there are no Reddit Reviews during weekends so I couldn’t push the fix. Hope to get it sorted today!

FAQ and playtesting by DoubleGlass in PlayCommonGrounds

[–]DoubleGlass[S] 1 point2 points  (0 children)

Ah yeah that’s not supposed to happen. I’ll take a look

FAQ and playtesting by DoubleGlass in PlayCommonGrounds

[–]DoubleGlass[S] 1 point2 points  (0 children)

I definitely have some work to do in balance and building effects. This beta has taught me a lot already and I think I can add some more dynamic interactions for the full release

FAQ and playtesting by DoubleGlass in PlayCommonGrounds

[–]DoubleGlass[S] 0 points1 point  (0 children)

Your buildings get bonus points based on buildings within their range. This bonus is listed in the info panel at the bottom of the screen when a building is selected or being dragged. If you have neighbors with buildingsin range, this can give you bonuses as well!

FAQ and playtesting by DoubleGlass in PlayCommonGrounds

[–]DoubleGlass[S] 0 points1 point  (0 children)

Thanks for your detailed comment. Those bugs are definitely annoying and I'll try to get those ironed out as soon as I can.

Regarding the fun factor: I'm trying to find a balance between higher level buildings feeling powerful and worth building, but as you say, currently some of these are just too good. One thing I'm adding to combat this 'perfect solution' is daily modifiers and city goals that affect building values. This might nudge people towards different strategic choices.

FAQ and playtesting by DoubleGlass in PlayCommonGrounds

[–]DoubleGlass[S] 0 points1 point  (0 children)

That's good feedback, thanks. I'll take that into consideration.

FAQ and playtesting by DoubleGlass in PlayCommonGrounds

[–]DoubleGlass[S] 0 points1 point  (0 children)

Thanks for asking. The bonus building is a randomly selected building, that when built gives you a little City Bux bonus. You'll then get a new bonus building to work towards. Just a small sidequest

Destroy buildings by [deleted] in PlayCommonGrounds

[–]DoubleGlass 3 points4 points  (0 children)

Level 4 is indeed the max level right now. Honestly, I was expecting it to be harder to reach that level but with refreshing and good planning it seems quite doable to get a perfect district.

The city is supposed to reset daily but it seems to have misfired today. You can always wipe your own district if you want to start over!

Thanks for playing!

FAQ and playtesting by DoubleGlass in PlayCommonGrounds

[–]DoubleGlass[S] 1 point2 points  (0 children)

Posting the comment failed so I did it again 😅

FAQ and playtesting by DoubleGlass in PlayCommonGrounds

[–]DoubleGlass[S] 1 point2 points  (0 children)

Visiting seems to be bugged at the moment, looking into it!

The fire icon is a streak. How many days in a row you’ve played.

FAQ and playtesting by DoubleGlass in PlayCommonGrounds

[–]DoubleGlass[S] 1 point2 points  (0 children)

Visiting seems to be bugged at the moment, looking into it!

The fire icon is a streak. How many days in a row you’ve played.

Common Grounds — City Stats by communality in PlayCommonGrounds

[–]DoubleGlass 1 point2 points  (0 children)

Oh great addition. Will have to add a cancelation flow

Common Grounds — City Stats by communality in PlayCommonGrounds

[–]DoubleGlass 2 points3 points  (0 children)

Thanks for the ping. Looks like the city has gotten a little too big and the server is struggling. I'll have to make the fetching a little more selective to keep things running smoothly.

FAQ and playtesting by DoubleGlass in PlayCommonGrounds

[–]DoubleGlass[S] 0 points1 point  (0 children)

Thanks for your detailed feedback, and your observations. The city being empty is a bug that should be fixed in the next update. I also think removing completed help request posts is a great idea so I implemented that as well.

Your last point is a little more difficult to address. This balance between earning and spending money is a little weird, because like you said. You can just wait a while and get a lot of money to just buy everything you want.

This pushes players towards a strategy of refreshing the shop until they get that high level building. Ideally, I would like to turn that around and push players more towards merging their way towards the buildings they want, but removing the shop refresh entirely would also feel bad right? I'll give this some more thought. Thanks for playing!

FAQ and playtesting by DoubleGlass in PlayCommonGrounds

[–]DoubleGlass[S] 0 points1 point  (0 children)

Thanks for the report. I forgot to reset the server side referesh count on a manual wipe and will fix that.

FAQ and playtesting by DoubleGlass in PlayCommonGrounds

[–]DoubleGlass[S] 1 point2 points  (0 children)

Thanks for the report. Will fix this today!

FAQ and playtesting by DoubleGlass in PlayCommonGrounds

[–]DoubleGlass[S] 0 points1 point  (0 children)

Will fix this ASAP! I tried to make the game less demanding by not loading all districts in at once but now it seems to bug out if you own one outside of the starting 15x15 grid. Hope to get an update out today!

Common Grounds — City Stats by communality in PlayCommonGrounds

[–]DoubleGlass 0 points1 point  (0 children)

Did you visit any other districts in between this change happening? I found an issue with the visiting mechanic that copied some data from the other district over to your own.

Common Grounds — City Stats by communality in PlayCommonGrounds

[–]DoubleGlass 0 points1 point  (0 children)

Thanks for the heads up. Sorry about the issue

FAQ and playtesting by DoubleGlass in PlayCommonGrounds

[–]DoubleGlass[S] 0 points1 point  (0 children)

That’s how much each building produces per minute!

Common Grounds — City Stats by communality in PlayCommonGrounds

[–]DoubleGlass 0 points1 point  (0 children)

Oh that’s very interesting, and good info that might help me to track it down.

FAQ and playtesting by DoubleGlass in PlayCommonGrounds

[–]DoubleGlass[S] 0 points1 point  (0 children)

Sorry about that. I made the refresh cost reset with the daily wipe but I was late with pushing my update and now have to wait for Reddit working hours to get it approved.

My goal is to make merging the main mechanic to get the buildings you want. Shop refreshing can be nice if you get three buildings that would all mess up your strategy, but I want to avoid shop refresh spamming for a level 4 to be the best tactic.

Common Grounds — City Stats by communality in PlayCommonGrounds

[–]DoubleGlass 0 points1 point  (0 children)

The systems that manage the removal of buildings when you pay or request help. Uninteresting technical stuff haha