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A factory stacking incremental! Please leave feedback. Unlocking everything takes about 4-6 hours, and you constantly unlock new upgrades that have you going back to redesign and re-edit old factories. 

If the web version is a little laggy, I highly recommend the windows version, that is where I did 99% of my testing, and can ensure it runs smoothly and completely.



Controls

- Left click: place. Right click: remove. R: rotate. Mouse wheel: zoom.

- 1-7: part families (press again for the next part in the family).

- Enter: save the design as a new version. Backspace: revert it.

- Tab: switch between the design and the factory floor. Q / E: the floor below or above.

- Shift+drag: select. Ctrl+C / X / V: copy, cut, paste. Ctrl+Z / Y: undo, redo. F: mirror.

- Ctrl+S on a selection: keep it as a stamp. T: switch a part's item. L: the transport layer, once it opens.

- M: sound on or off. F2: reduced motion. Esc: menu, with every control listed.

Updated 1 minute ago
Published 3 days ago
StatusReleased
PlatformsHTML5, Windows
Rating
Rated 3.7 out of 5 stars
(3 total ratings)
Authorownedyew
GenreSimulation, Puzzle
Made withLÖVE
Tags2D, Automation, Idle, Incremental, LÖVE, Management, Singleplayer
Average sessionA few hours
LanguagesEnglish
InputsKeyboard, Mouse
AI DisclosureAI Assisted, Code

Download

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Click download now to get access to the following files:

microfactory-windows.zip 4.8 MB
Version 1.0.3

Comments

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Feedback: 

This is a lovely game! It has the fun of optimization without feeling as intimidating as Factorio or Shapez. After finishing it I spent hours adjusting my designs; there is a lot of variability in buildings. My favorite is Casing, it really changed my approach to microfactories after I unlocked it!

Unfortunately, the game drops fps when switching to any booster/support building and hovering over any tile or simply placing (or deleting) belts in densely filled maps. The recalculating of production score seems to be laggy and inconsistent (sometimes in mirrored builds two sides behave differently, which is annoying). Another thing: after a building accepts any amount of one resource (crude ore, for example) it refuses to accept others (ore dusts) and needs to be deleted and rebuilt. Sometimes a belt gets crowded and needs to be deleted to let resources flow properly. I propose adding an ability to quickly respawn/reload resources on belts and in buildings (ideally I would love to do this with a hotkey)

Macrofactory, megafactory and gigafactory right now are mechanically the same, although I assume this might get changed in future versions. That said, those decorative changes in scope made me feel like the task before was not insurmountable. I also have a nitpick, I found it jarring that gigafactory is tremendously bigger than a megafactory but just the same is divided by river tiles, I'm confused at the scope.

Maps I built my microfactories on are Open and Basin, I feel like in terms of balance those are the easiest to navigate and play on. The harder maps don't offer any reward for playing them :( Especially when it comes to gold: all maps (except goated Basin) have equal amount of ore deposits on them.

It would be handy if it was possible to view information on available parts while playing contracts just like in regular play.

I wish you all the best and I hope Microfactory improves and gets popular :) I will be replaying this game soon for sure!

I set up the starter factory as illustrated but I don't seem to be accruing any plates. What am I not understanding?

oh DUH I had to hit SAVE :)

sometimes after selecting a refiner this happens on desktop version

Also i think sometimes simulation or accounting bugs out. no parts are moving here (got stuck? idk) but the game counts it as outputting

Oh interesting. Looks like maybe just a graphical glitch? I'll try to recreate the bug

Ty, working on a fix

Patch 1.0.2 ; made the "How it Works" cards more prevalent.

(1 edit)

Apart from the performance issues on my old laptop, its a really cool game! I sadly (or luckily), didn't need to optimise much to finish. 

Biggest performance issues are at mega factory scale, for example the booster block seems to try to calculate the result, so when dragging it over the machines to its place on the grid it tries to do about 30 calculations in one swoop.

Else..? Super fun.

(1 edit)

Macrofactory's microfactory puchase price scales with  microfactory current output. So you can gather some iron, downscale your microfactory, buy all macrofactory slots and just rebuild your microfactory and save like 80% of the price. Don't hate the player. Just make it a flat fee, i don't know what's the irrational obsession with scaling prices to stretch out the gameplay. Pure dark pattern material.

Oh. Same with megafactory. Set all microfactories to 0 and place free macrofactories. Neat, filled the screen in one go and packaged it right away since gigafactory has no gold requirement.

Upgrades like belt upgrade cause 5 second freeze as it recalculates everything. Not terrible though, i guess, considering the cascade.

The puzzles for new machines are fun, but feels a little like its a shortcut from actually introducing it inside the actual mission.

Over all i like this game a lot. Its more to my taste, than pong automation.  9/10 would cheat again.

Patched, now it just follows factory count and doesn't scale at all with factory output. Thanks for the feedback.

Hm, patch does not seem to have uploaded properly, but will be soon! Working on fixing butler

Alright, 1.0.1 in now.

Heheheh, too late x'D but i best be not refreshing for now then. Didn't open the engines yet.

Added a picture. Good stuff. Would explore more if had more time. I'd say its a masterpiece like the pong, but you already probably know that. Very good quality, just a few pacing kinks.