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I played this for over an hour last night, but my progress wasn't saved...

(1 edit)

I noticed that the savefile gets lost when I uploaded the new version. I updated to v0.2.1 yesterday, so maybe that's why you lost the progress. I'm very sorry for that. Before I make next update I'll get a better savefile management system for in-browser gameplay. That will address this problem.

Starting from v0.2.3 the game progress will be saved in such a way that it's not lost if the developer (that's me) releases new updates. Sorry for the inconvenience caused by loss of savefiles before this.

I forgot to mention, there also seems to be a bug when entering full screen. While the screen aspect remains to whatever it's using by default, the mouse gets stretched to your screen, (16:9 in my case). So, for example, if you're in full screen and you try to put a turret on the sides of the screen, or try to click a button, you'll have to move farther to the left or right than what appears on screen.

Also, have you considered using LOD models when zoomed out? I'm getting framerate drops when zooming out on larger maps, and when it dips too low, trying to use fast forward ends up slowing the game down more.

> While the screen aspect remains to whatever it's using by default, the mouse gets stretched to your screen

I've noticed this behavior on Firefox, and not in Chrome. Could you tell me which browser you were using when you noticed this?

> I'm getting framerate drops

When you noticed the drop in performance, was the snowstorm curse in progress? That's one known issue.

> I've noticed this behavior on Firefox, and not in Chrome. Could you tell me which browser you were using when you noticed this?

It's Firefox. So I guess it's either a fault of the browser then.

> When you noticed the drop in performance, was the snowstorm curse in progress? That's one known issue.

Both during snowstorms, and during longer runs with more of the map revealed.

> It's Firefox. So I guess it's either a fault of the browser then.

Maybe. I think it's the issue with what viewport size the browser decides to use. The game window is standard 16:9 size, however I've to make the iframe taller so that the fullscreen button at the bottom is visible.  It seems that FF uses that iframe size when it scales up the viewport, while Chrome uses the webgl's viewport size. I'll see if I can fix it somehow.

Either you can try using Chrome or sign up for playtesting on Steam (I just set it up, you will soon have access to windows beta builds through it)

> It's Firefox. So I guess it's either a fault of the browser then.

This issue is now fixed with v0.6.2. I figured some build setting in Unity that was causing the canvas size to be of unexpected aspect ratio (which for some reason was ok for chrome). It's fixed now.