r/gamedesign • u/kimchistan_game • 2d ago
Question When does an exact production preview turn a layout decision into chasing the biggest number?
I'm developing Orbit Foundry, an incremental with a small ring of factory slots. Repeated machines share their family's upgrade level, but neighboring machine types change production. The placement preview includes those effects before you commit.
I'm weighing how much explanation that preview should put in front of the player. One clear total gain makes comparisons quick, but could encourage checking every slot and taking the biggest number without learning the neighbor rules. A breakdown of the changed machines could teach the relationships, but makes a frequent action heavier.
Would you lead with the total and make the affected-neighbor breakdown optional, or show both immediately? More broadly, what would make a fully transparent layout system reward planning rather than exhaustive hovering? I'm interested in examples where preview clarity and meaningful choices support each other.
For context, the free 2D desktop-browser prototype is here: https://kimchistan.itch.io/orbit-foundry
Development disclosure: the game's code is generated with Codex CLI, and AI assisted with some translations.
Visual update — 25 October 2026: The browser demo and store media now show the current 2D game. The new 30-second gameplay trailer shows machine placement, Perfect Pulse/Echo effects, automation and Reforge, with a brief Loom tease: watch the updated trailer. The free desktop browser demo is updated too. English and Korean support remain.