The game isn't too bad, but there are some optimization problem that are frustrating, when you "optimize" your gameplay phase 2 not so get most ressources fastest, but to limit how much the game will lag by having just a couple boosted system and not trying other stratégies because fo that it becomes a real problem.
Also the game progression is SLOW, which could be fine if it was an idle game, except it's not really an idle game, because when you don't have focus on the window time doesn't pass, I really think you have to pick your lane here, got exactly same problem with my game that was a bit too in between active incremental and idle incremental, I chose active, I'd think that idle would fit your game a bit better, but then you really need the game to run in the background somewhat (at least give player rough estimation of ressoures earned/spent during time away)
Also the UI are a bit meh, a bit confusing at first, but honestly I'm not one to talk I'm super bad at UI, one thing I can say, in research screen, you either wantthat clicking a project remove your core in tracksautomatically, or have project prioritized at all time over track cause going backand forth tabs isn't fun.
Hey, thanks for playing and the feedback! In the beginning I was aiming for a more idle gameplay and actually removed offline resource income because I wanted it to be more of an active incremental. There is definitely still a lot of balancing needed, so its good to hear opinions about the pace.
Performance and UI improvements are on the todo list as well!
For performance, just my 2 cents, I'm not sure what causes it, but one thing that can happens is sometimes you're making useless work like refreshing UI when something happens despite not it being needed.
I mention that, because when I give 300K to hydro to a colony and it spend it very quick to make 50 upgrade, the game tends to be a bit more laggy, I doubt the "math" of adding ressources/calculate income is the problem since machine should be able to do that millions of times per seconds, so my guess is something like either you completely rebuild the tooltip from scratch everytime you update it, or it update all tooltip related to that even those you don't see or something like that.
It's just a random guess without seing the code etc, but it's a good starting point, you could also try copy past my message to your AI, I think it would help to at least check why this in particular causes lag, as I'm pretty sure it share common root with the reason that your game is laggy in general when you start having too many systems.
Edit : Other lead, maybe the "remaining" time of flying ship update UIs not visible every frame or something like that. Also another thing to note, on my end at least the game run much more smoothly when I have research or local tab open compared to map.
Thanks, that is super useful. I can imagine, it could be something like that but what causes me most headache is that each platform also has its own quirks. The native versions for windows and linux run way more smoothly for example than the web version.
I will investigate this for sure, the tooltip and specific situation you mention are good starting points. There are already quite some optimizations in the game. UI elements are only refreshed at 10Hz for example and the star map is layered depending on how often the elements should be redrawn (hexes vs. labels vs. animations).
If you really don't find the solution with quick random guess, then the best option is prolly to use a profiler, I took a screenshot of me profiling a laggy moment (the par with lots of red square is when I switch to map view), I don't want to send the trace because I have no idea if it might contain sensitive information, but just redo that on your end localy, use a profiler like fire dev, go to performance, start recording wait a few sec when it's laggy, I think if you use a local version you might even be able to have info about javascript function or w/e is causing the issue, I don't remember detail but I know I used it with success in my previous web game.
Thanks, I found the problem you described. Each upgrade of a refinery or drone in a system triggered a redraw of the map, in your case multiple per frame, which definitely is not necessary. I am developing this game in Godot and have been using the internal Profiler to look at performance bottlenecks.