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(2 edits)

A couple interesting things to note:

Some puzzles refer to a range, but since 'out of range submission' and 'no submission' are the same penalty, but the latter takes longer, the solutions always just end up being 'if greater than minimum'. Might be worth reworking the puzzles to either approach from below or from above

Scripts aren't automatically copied between machines when you add a new one, just making it so other machines copy machine_1 when first made would be an easy QoL boost! 


The generated music gets a little... incoherent, might be worth reprompting the generator for it!
   

I do generally like the game though, and the puzzles going for it, so I'll have to watch the steam page for it, I suppose!

Thanks ! Do you have an example for the range one ? I want to check it but i am not sure what you are talking about :/For
For scripts copy there is a mechanism actually when computer is unlocked, through variants. 
The music tracks I curated 1-1 and I liked them but it's a matter of preference for sure :D

Thanks !

For example, with the pressure mechanic, you only need to check if you're above the lowest threshold, as if you're somehow above the window, you might as well 'bail early' rather than wait! The oxygen is the same, but admittedly it's hard to tell because I can only load my save for a few seconds before the ending triggers again


It does seem like the variants won't auto-apply, maybe they have to be named something specific, but it just made scaling up a little funky (not that you do that too much)


I'll also note it's a little odd that charging stations and bulk storage are so late that I actually hit the end of the demo before unlocking them, but I at least got to run a furnace for a little while!

Hmm I'll check it but it should honor the thresholds. Will take a closer look.

Yes variants do not auto apply that is true. This is a feature I could add for sure, it's a good idea.

In terms of the lateness of some stuff, apologies, I basically had to end the demo somehow haha and I chose to do it via tearraforming at a certain stage because the game scope is huge there are a ton of things down the line, I just had to end it somehow :) And I am still testing a ton of stuff too !

Thanks for the feedback !

To clarify what I mean:

There is no "practical" difference between dumping at 61 waste, or 100 waste, aside from spending more time to get to that point. It's not a technical issue here, but a quirk of the design of the puzzle itself!


Ultimately this 'optimization' makes no difference, as there is no code-complexity, character restriction, or other factor to optimize against, but just something I noticed while putting things together! 

ah yes, this is correct. I felt i should make this one relatively easy because it's one of the starting scripts in the game :)