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(1 edit)

Hello GreenWizard, I would like to write a small review of your game. 

After playing it at browser, I downloaded and stress-tested the game using Cheat Engine, a good PC and a Potato PC. 

There is no performance difference in a good PC or Potato PC. The game sustains lots of sprites and movement without slowing down. The visual options, however, need to be better addressed before a final release. 

Text outline is totally necessary during moments where there are lots of things in the screen at the same time. I suggest it comes enabled by default. 

It was not totally clear to me at first gameplay that you could prestige. The acronym PP made no sense until I understood it was Prestige Points. However the amount of Gold retrieved stays the same. One *can* reach endgame without ever needing to prestige. 

Disabling screen shake sometimes re-enable itself. Prestige is one of the causes of it. Calamities and New Mountain also keep screen shake even with the option disabled. I need to remove screen shake because I have vertigo. Excess screen shake may cause accessibility problems for your players. 

Disabling particles remove also the particles that visually inform the player a new mountain appeared, remaining only the mountain movement itself. The result is a dull animation. I suggest to split the option into ''mountain particles'' and ''projectile particles''. 

The artefact's acquisition pop-up is useful for new players at the beginning of the game, but at end-game, when 2 or more artefacts come, it becomes annoying, because you cannot access other options until click/dismiss the artefact pop up. There is no visual indicator of precedence of pop-ups. Text is just rendered one over the other, making it difficult to know where to click. I usually just click outside all until only the main one is active. 

There is no practical limit of how many dwarves can be at screen. Turrets, for example, can be placed even beyond screen size. They fire, but don't hit rocks. Miners can become a meat tower until the upper part of the screen. In this case, they tend to launch their pickaxes/dynamites all at the same time without delay. 

Some units are way more efficient than others. Stacked Lasers make Ballistas obsoleted. Fire causes almost neglectible damage to the mountain. A player can focus solely in stacking more Lasers and it will be enough. 

The faster the Runners go and come back, the better the Gold acquisition. Therefore, a player can just avoid increasing the carrying capacity altogether, focusing on speed. 

The discovering of the tech tree is well done. The indicators in the menus reminding of what is necessary to unlock certain feature are good. I would like to suggest the inclusion of a discoverable tech tree image, as a better visual indicator. 

Sound settings are perfect. 

How about an option to increase the mouse performance in manually moving gold?

A couple months from now, the game will be ready to proper release. Keep the good working, we are waiting for it!

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There isn't necessarily any difference between good PC and a potato, because the GPU doesn't really matter. The game is CPU intensive because the most performance costly thing are all the many physics-simulated ores. What do you mean by visual options needing to be better addressed? I am planning to sort them better, group them in terms of purpose/fps-impact.

It's true that outline is necessary late game, plus it has better readability, but I do kinda like no-outline for the style. It's sad it's difficult to make it more readable without increasing panel opacity.

Well if you hover over Prestige resource and then open it, it's explained. And the prestige mechanic is well known in incremental genre. The tutorial also mentions it. Could be more clear I suppose. But yeah you don't need to prestige at all to beat the game currently. In the full game there will be DPS/PP-check walls/bosses though.

I think you're mistaken because the way the system works, the mountain and calamities can't keep the screenshake even if it's disabled. But you're right that the screenshake option didn't persist between prestiging. I fixed it for the next patch.

Yup I plan to add options to disable different particle types, not just all at once. Plus a dynamic particles culling system, so it's hopefully not necessary to disable them at all.

Artifact reveal panels have already been improved in the latest patch I released. They now always appear at the left side, don't close other panels, don't overlap for the most part and don't dim the screen and block other clicking.

Yeah sure with cheats you can make turrets go offscreen since there's no limit, but in real game the exponential scaling is such that can't really happen. Still, since players will play endless mode for long time, I will make them start stacking from left to right again. The bigger problem is being able to stack dwarves off the top of the screen. It will be a difficult task to solve this. It's not an easy fix, because what would you do? I can make them start stacking/overlapping over each other from the bottom up again (which will likely be the solution), but what determines when they start doing that and to what height? The ratios/distribution between different dwarves? And how is it all recalculated when player uses Swap Buildings? Very annoying, especially if you don't want to have any kind of extra GUI or player input for it.

Sure, player can focus only on one unit, but only up to a point, and they won't be as efficient. For example, ballistas are great and killing dens, while flamers amplify all other damage.

I am doubtful that ignoring capacity and increasing only speed will make runners more efficient, since obviously if they can carry more rocks, it's like they made multiple routes in one go. Plus obviously you can upgrade both. Unless you mean a specific build in a certain point in the game.

What do you mean by "a discoverable tech tree image"? Like next to the text of the name of the upgrade needed to unlock?

And yup, there will be prestige upgrades for ore clicking, such as +power and +AoE, and possibly chance of big explosion/YEET.

Thank you for testing and the comprehensive feedback!

What do you mean by visual options needing to be better addressed? I am planning to sort them better, group them in terms of purpose/fps-impact.

You answered yourself!   :-)

And how is it all recalculated when player uses Swap Buildings?

Interesting enough, you cannot move a building from a place to a vacant spot, only swap between already constructed structures. Eg. If I build the Lab over the Miner's Guild and decide to put it on the vacant ground, I cannot do...

I am doubtful that ignoring capacity and increasing only speed will make runners more efficient,

A steady influx of fast income seems better than waiting for large inputs. The time they stay put collecting resources, they are a sitting duck waiting to get stunned. Also, the faster they collect, the less minerals in the screen, so, the Mountain will not retrieve anything. 

What do you mean by "a discoverable tech tree image"? 

The idea of a tech tree as image is to help see things unlocked in other parts of the game without the need to browse among all menus.  

Yup, allowing swapping buildings into an empty space is on the TODO list.

Well I suppose if ignoring carry capacity is a viable strat initially, then more power to the players figuring it out. :)

Ah I see, you actually meant an extra window showing a tree, kinda like Age of Empires 2 tech tree. That seems unnecessary for this game, especially when a lot of unlock conditions are just requiring units like scientists.