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DevLog Link
https://rhymh.itch.io/minimine/devlog/1757313/designing-for-panic
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DevLog Link
https://rhymh.itch.io/minimine/devlog/1757313/designing-for-panic
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Comments
I think you succeeded on the communication improvements, the game did a good job in explaining the rules and drawing attention to problems.
Looking forward to your next updates!
Played Sandy Hollow, shift 1, in desktop Chrome. It loaded instantly with no account, and the work-order card plus the "crusher orders" tooltip told me everything I needed. The art is lovely, especially the tiered pits.
One thing tripped me up: I drew my second road from the right-hand pit to the right side of the crusher. It looked attached, but the crusher only takes deliveries from its left stub, so that pit's trucks sat idle for half the shift and nothing told me why. A highlight on the valid entrance while dragging, or a small "not connected" marker on a dead-end road, would save new players that confusion. Once I looped the road around underneath, everything flowed.
With two roads I hit 520 t against a 380 t target by about 16:30, so day 1 feels a touch generous, which is probably right for a beginner site. Fast-forward plus the Finish shift button kept the pace good, and the delivery choice at the end (roundabouts, trucks, highway) is clear. Nice work!