Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

You must be 18+ to view this content

Big-O.Inc may contain content you must be 18+ to view.

The creator of this page has specified that it contains mature themes and content. Please enter your birthdate to verify you are 18 or older:

or Return to itch.io

Big-O.Inc

An incremental pleasure production simulator · By Maliface

MASTER POST : Feedback and suggestions Sticky

A topic by Maliface created Mar 27, 2026 Views: 277 Replies: 14
Viewing posts 1 to 6
Developer

Got ideas, impressions or any thought on the improvements which could be done?

Here is the place for general feedback!

(+1)

well i was going to say something on the comment section but i didnt find it.

so, good game, i like it and its good writen see lezdom, my choices where half willingly half defiant in face of Augustine, tho i havent played more than once to know if there are concequences of it, but as it is, its very focused on here, truth, given she is important to plot, i still feel that "Jane Green "could appear more as an ocasional event, and "Molly Simons" seems like an entry to an incomplete side story with no follow up, so i will asume she is under construction.

GamePlay wise, we have balance problems, but i will get there on a minute, first of all we need to talk about the introduction, where there isnt much, i only played once so i got around well with some try and error by how far i think i got, but there are aspects that arent clear.

like, how much each doctor or scientists inpact reserch, how many days it left until the end of the week and the end of the month ( this one hit me hard when paying the crew).

the Generators tab text descripition on the havester  saying that  "The structure syphons and concentrates NT from neighboring generators."  made me belief that i shoud think on position, but wasnt sure if it was the same for the "STU" and "PSU" boxes.( this is just ok, its  just me being stupit and overthinking layout)

i have no idea how much Data colection inpact research, but there is a bug i found, the work day is long as hell, so playing at "1" speed is almost the same as pausing the game, so to get by i mostly played at "40" and "24" but noticed that data colection speed suffers from it, like at "40" i am consuming it so fast that i can go from 40.000 to zero in a instant, but the lower i put the game the more i received back, at "1" speed i was having a superavit of production.

Dificulty: the goals got very hard on the end of it, my first fail was by an very close margin, around 3000, after that my second fail was short by 20.000, i tought proposital to make me take the event where i am ask to go into the box (how clever i tought),  but after going from an goal of "90.000" to "200.000", i said "nah this thing is rigged" (lorewise make sense, there is some bastard wanting for us to fail with those sticknotes) , i felt that i dindt had enought patients and was making around 35k i made it after two atempsts but it was my 3 failure and i got the event with Augustine on the end.

btw, i aint sure if you have or plan to have muiltiple Endings, you can probrably have something karma related with the choices you do with partneship, like "yeah lets experiment with criminals" and have an worse corporate ending with people making you suffer more for being an asshole, but curenty there is none, sure i failled and was arested and put it on the box while waiting fot the bubble to pop, but after i received my resignation with the metrics of events (86/89);  scenes (20/26) and interactions (28/33) the final interactve text didnt go anywhere, so i didn't receive a "gameover" or try again, and just had my interface frozen where i could only reset the game by reloading, so you might want to have  a look on that.


so suggestions, fist of all, an tutorial, or at least more descriptions on the "archives" tab that actualy says or explains the some bits of the game system.


on the Reaserch Tab, its understanding and all that you want to unlock things, and there is an chalenger on that and all, but that is an "hidden dificulty", managment games you tend to plan ahead, so looking whats unlock what is an normal strategy when choosing development, so that you can see at least one tier above it could be more user friendly.

on the Oficcer Tab, you dont do much aside from striken conversation on the end of the week, but i saw that you can interact with the scientits to some degree, subjects also (tho all very limited) but amists events of sabotage and bastards that break your machines, you could have the option to "favorite" them and have more on the end of the day to do on the "staff list" ( that would be just more flavor text non plot related but it would be an cool extra, such as messing with them on the machine). 

And plz, an Save/Load game option in there

Salary hit me like an truck as i couldt build machines when paying the staff came around and i became 15k negative with staff, and as i said before, there isnt much clear how much they help , on that, two things and notice under your money showing "future expendings" and an countdown calendar for the end of the week goal and Salary month. ( but looking back there is an abuse that could happen here, dismissal is free so i could hire all and dismiss most near the end of the month so  be aware of an cost to termination cause).

Messages:, i cant seem to be able to scroll back on mesages, i can only get on them by deleating the ones above it, the actions are also permantent so when i  got to "salvage material" from the first week, it got upgraded to the curent tier of my generator with is trong and i like it, but aint sure if it was planed, on a personal note, likewise the idea on oficcer tab, you can probably have minor events hapening herer for extra porn, like subduing an particualary feisty subject ( or being subjugated) while overseeing thigs, or have an event with an secretary ( or whoever is puting stickers on your computer) messing with you a bit, or Augustine messing with you mid work

you can also have an colour tag on them for "event" "Period report" and "Personal interet"(direct mesage from Augustine and etc)


the Karma idea in regards to partnership and company choices would probably happen here, but inplementing could be hard, still thats up to you to know  but yeah thats all of it i think.


Last minute bug find, i reload the game to remember the name and got to the point where my autorization gets denied ( my save is on an dead end) and got send to the  Oficcer Tab , then i clicked on any of the opitons like "Staff", "Contract", "Metrics" and etc, and the message following my termination and "endgame" disapeared!, even on the "Home" option its just the usual welcome screen, so i got softlocked.


good game, good potentitial, good writing, and in general just needs more user friendly things a more minor events, other than just wish good night for others on the end of workday

Developer

First of all thank you for playing and taking the time to write such elaborate feedback!

Indeed, there are more scenes planed with Jane Green, Molly Simon will get her own storyline as personal notes left in the system. Other characters are still to be added as well.

A tutorial is in the works tho I kind of like the idea of players figuring things out on the job.

Good catch on the harvester description! It is was a relic from an earlier version in which placement mattered, they now work on their own floor. Fixed!

Data points double research speed, basically, a game tick at speed 40 consumes 40 DP and advances research by 80 (before other modifiers).  I'll go over the code to check but the depletion/income should be balanced for any speed.

I get what you're saying about balance, available information and the ability to optimize gameplay. I feel it comes down to setting video game expectations on something that is more of a story delivery device, which is absolutely on me. 

Failing is the only possible ending so far and I am somewhat attached to keeping it that way so it only takes a single play-through to see most of the available content and get the full development. Weekly goals are balanced in a way which forces failure and prevents players from running out of new events (or creating stupidly large saves...) but I totally get that it seems unfair from a video game standpoint in which players expect and want to win.

Tho I will make the schedule clearer for sure and address the ending issue!

As far as saves are concerned they happen automatically at the end of each day which means you should never need to save manually during gameplay. With most of the content being linear there is no need to save before making X or Y choice in order to see both outcomes, which is something I really dislike with choice-based games.

Still a bunch of work to be done. Thank you for the kind words and valuable feedback!

(+1)

Small thing, got the scene with Augustine's sister. I had already talked to her about her nightmares, where Augustine mentioned her fear that a "normal"-faced version of herself would sweep the company out from under her. Despite this, the MC is very shocked and confused with Augustine's behavior towards her sister (attacking her) and promised to explain later. It's not the worst, but it does feel a bit unnatural that that knowledge isn't taken into account, as it has a pretty clear insinuation to why Augustine might be so upset.

(+1)

Suggestion: Symbols next to dialogue or color-coded dialogue to make it effortless to tell who is speaking when multiple characters are involved in a scene. Also, I believe it will make characters more memorable and easy to tell apart, as someone with a poorer memory who struggles to remember who is who beyond the lovely Augustine.

(+1)

Got through all or most of the content, unless more failures would get me more. (The failure clock scares me, as it should.) I should have one more failure than it says, as with the bug I mentioned elsewhere.

I feel like it's easy to amass a lot of money without anything to meaningfully spend it on in the late game.

The monthly costs/wages are such a rare thing because of the day by day nature of the game that I wonder if more frequency would improve gameplay / make the mechanic more relevant.

Subjects came in pretty slow at times and it felt like I couldn't build as much as I would like to.

It's pretty unclear what nurses do, mechanically. Scientists, I assume, make research better. Mid-to-late game I pretty much just blindly hired everything that was handed to me, pretty much, given my big bucks.

As I've said before, the writing is spectacular. My soft heart yearns for a more direct, genuine confession between Augustine and the MC down the line and some sort of confrontation about Augustine's perception of the relationship (I imagine she would struggle to accept a true romantic interest), but I get if that isn't in the vision. They're so good together, and the MC does say "I love x about you" from time to time without that language being pointed out.

Oh, at some point I had a symbol for my lovely secretary in the top right, which seemed intended for me to do something with? But it just showed her information. After I started interacting with her and having scenes with her, and at some point I think it went away.

I also think sometimes I was unable to reassign scientists to be subjects despite their being female and (as far as I can tell) not main NPCs, this only happened with a couple. (But as I mentioned, with the sometimes limited pool of subject inflow, would've been helpful.)

Oh, and I wish there were more upgrades for the surgery/subject prep because that is the most slow and non-interactable area of the game as it stands.

Great work, thanks for this gem of a game. Looking forward to more content.


(+1)

Oh the sticky notes. LOVE the sticky notes. So menacing. Want to know more about them, where they came from, but they're also lovely without that specific answer in-game.

Developer

1. Acquiring Nina and nightmare, :good catch, I will add a variation which takes it into account. Older scenes try to keep such contigencies to a minimum because I didn't have convenient conditional statements when they were written but better macros have been added since.

2. I agree that identifying who's talking would be nice. I'm not a fan of color-coding so icons have my preference. This will likely be done in the future however it requires going through everything to flag who's talking (right now only Emily has an identifier).

3. Costs : I have been thinking about paying a some of the personnel wages on every production "week" (5 days) instead of monthly. 

The balance as a whole might be quite easy right now as I did a bunch of testing trying to get it right, then realized research wasn't affecting orgasm buildup properly.

4. Scientists increase research speed, nurses increase subject operation speed with 3.5 nurses/patient being the optimal ratio.

5. Re-affecting people : staff needs to be women and under integral contract to be reaffected as subjects (and not be story-relevant). They are fairly rare given the current generation weights, I might tweak that.

6. A few research projects improve subject operation speed and I just made it so structure efficiency also affects it but I do want to improve it.

7. The secretrary symbol will absolutely do more in the future (and shouldn't be disappearing, will investigate that...). I want her to be more useful from a gameplay perspective as well.

---

Thank you for the kind words <3

If you have 3 failures it should only be a matter of time before Augustine gives you a choice, then the ending should trigger a few days later... if everything's working right. 

The ending it getting reworked and I will push an update very soon to fix a bunch of things!

(2 edits) (+1)

Thank you for the responses! I played for a while longer, got up to 4 failures, and a few days after that got a congrats message from the board and clicked the prompt that was something like "live a real life" or whatever it said. It seems some content failed to trigger for me? I was hoping for a bit more fear/threat from the organization at the end, but I understand that the end stage is still very much in development.

The end screen (User.... your support is greatly appreciated....system metrics and such) came up over the ending (Final Scene) which I continued reading after "disconnecting" which may or may not have been intended.

I also got who I presume to be the head of the women's prison transferred to me with no further story/interaction with her.

Events  102/110

Scenes 42/56

Interactions 45/57

Missed Scenes:

Jane Green - Acquiring Number 26

Augustine - Checking on Alissa, Final Choice ( upon reading this one at the end, cool choice to set up, felt a little weaker to me than other scenes, wish I could justify not just as experiencing what the patients did but out of wanting to be with Augustine rather than far away, could be more high stakes danger payoff with Big-O but it's fine enough)

Nina - Tea with Nina

Secretary - 3rd 4th and 5th nights, NT (Messages weren't available in-game: Time for your night shift / sorry for getting carried away)

Night - Evening Routine

Both endings missing everything but Acquiring Federal Care and Final Scene. (I read them through the ending screen afterwards. The holder scenes were more of the menacing feeling I wanted from the company, so good on that. All the end scenes seem to need a bit of work and seem to follow less clearly, but that's not unexpected with the game being in dev, still yearning for a little more emotional payoff between Augustine/MC (though the "just say you love me" line was much appreciated) )

Developer

Curses!

The office screen ending past a certain date was meant to be a backup in case the normal one didn't trigger. The canon ending is getting put in a holder after having failed to meet production quotas (and the game's goal scaling is designed around this outcome, make a playthrough last long enough to see most of the content but eventually lead to failure).

The end screen hiding the epilogue is normal at least. Acquiring the warden ends the prison event line but she will get an acquisition scene + recurring inmate offers under the "new leadership".

Thank you very much for flagging what you didn't see, most of these had faulty conditions and/or continuity issues.

I apologize for those technical issues and thank you again for playing and pointing them out!

(+1)

No worries, it was handy being able to read everything in the end screen! :)

(+1)

This usually isn't my type of bondage, but the description of the player character getting locked into the machine really hit me. I wish there was at least some art for this. 

Developer(+1)

Thank you for reading, I am glad you enjoyed it!

I also wish I had some art to offer and that may come some day. Art requirements are slow and difficult for me to fulfill compared to writing or coding so no promises.

(+1)

Absolutely! Wish I had the funds to support you so you could get it comissioned (broke lmao)

Really rooting for your success, this is shockingly well written, and the way it doesn't glorify, but legitimizes these predicaments is lovely. Characters with distinct personalities have distinctly written dialogue in a way even some professionally written stories struggle, and none of the dialogue has the "artificial" or "fake" feel that is so common in Indie VNs (which this, realistically, is. It just has a clicker game stapled to it. (Not that that's a bad thing.(I quite enjoy it, even if I wish it had an easy mode so I can focus on the story)))

Developer

No worries at all! I make it a point to provide everything I do for free and if I were to include art it would be my own, just need to get back on the saddle for that...

Thank you for the kind words, it means a lot to know people somewhere enjoy the weird characters and dynamics I come up with for my own enjoyment.

As for in-game performance, I'd say don't sweat it too much, you don't have to do everything optimally and failing to reach production goals is part of the narrative (the game is balanced so it happens mathematically, no matter how good you are).