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Good alpha build! The early game loop is solid, and there’s enough framework there that I hope you can understand your codebase enough to fix at least the more glaring issues.

Some thoughts/feedback/issues after my first run:

  • Secondary warehouses / Tribeca start is buggy making every vehicle either drive directly to the first stop as the crow flies or directly to the first warehouse as the crow flies.
  • Suppliers you have no customer for will permanently shutter if you don’t keep taking items, presuming you’re lucky enough to get the ones you need. Spirits and Cooking Oil are frequent examples. This can lock customers out of reaching level three.
  • It would be great if there was an indication if a new district will unlock at the end of the week to make planning for a new zone a bit less confronting.
  • The ability to buy custom properties in docklands was great but they couldn’t accept deliveries other than daily parcels and would shutter.
  • Daily parcels would sometimes not unload (probably user error / not saving a route) and then they can’t be delivered at all. I wound up buying a big truck and parking it at a far away garage to hold them in so they wouldn’t take up space.
  • While I’m glad trucks remember most of the past day’s schedule, when the schedules get long it’s a nuisance to click through each every day to tell them where to park.
  • All bonus upgrades from daily parcels are applied to Truck 1, no matter the size of the fleet or which truck fills the order. The ability to choose this at the end of the day instead would be much more welcome.
  • A volume setting would be great. The cumulative sound of a large fleet idling is very loud.
  • The ending was a bit abrupt, but the early game is pretty good. If warehouses worked as intended and then determined the maximum fleet size that might be fun.
  • Correcting a missed delivery or diagnosing an underserved customer is tricky. An option to void / sell off surplus items at a loss would be very useful if a mistake a has been made!
  • Nonstop waypoints were very tricky to get, often didn’t show up until closing and reopening a truck’s schedule and aren’t remembered the next day making them nearly useless after the early game.