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(5 edits)

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.