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hello there =)
for some reason, when i install the game via the itch app, i am only getting the demo version

i can download the full version via the webpage just fine

(the page states that i purchased it and lets me download it via my library, but the game page itself does not turn the files for the full game into links) , but that means i will have to manually update, rather than getting them automatically

is that effecting anyone else? and is it something that can be fixed on your end, or is that something breaking on the itch side?

I'm seeing the same thing: The itch app downloaded the demo version, but the itch webpage has the full version for download.

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hmmmm, it looks like we cant configure this (or I cant figure how to) :(

But as I see, file can be changed on download confirmation window. So this is the way you can download fuul game with app.

if you use the furnace you can melt the ice that is “not available in the demo” and gain access to some of the upcoming features

i give up. i have tried many time to get a good downloaded zip file, with no success, I also had to find the file and the download log because the downloaded filename gave no clue what it was.. just "x86_64-win32.0.69.2.itch.510,zip" which could have been a virus for all the name suggests...nothing to indicate this was craft-o-mation and not something else. i am really disappointed with the developer now--they took a great concept and working program and turned it in to utter garbage

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Hello @Casteele,

Nice to hear from you, long time no see. Sad to hear that you can't download the game, especially with the fact that you have been here with us for a long time (and we appreciate it a lot). 

Would you mind elaborating a bit on that so we can help you somehow? What happens when you click on the file here on Itch, what web browser and operating system do you use? Do you have any issues with downloading files from other websites? Is the web version here on Itch or Steam Demo work for you?

I just tried to download the game using Chrome and Safari browsers for all the platforms and it looks like all is fine. 

As for the filename - good suggestions to put the title into the zip filename, I just renamed all the files here on itch and in our build system, thanks!

P.S. Please feel free to contact me directly if it's more comfortable for you, my email is - oleg.chumakov@luden.io

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This is the best automation, and programming game ive ever played!!! 

i managed to make the craftomates farm trees without the "Check plant" node lmao

im dying for the games release this is so cool

```i managed to make the craftomates farm trees without the "Check plant" node lmao``` Great achivment! "Like in ancient times"

Thank you (。◕‿◕。)
Eearly acces is soon :)

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Just encountered a pathing issue after switching bots from regular code to pre-programmed functions. I switched out all of the fire-making code for a function that did the same thing and for most of the bots it was perfectly fine, but I had to re-reprogram 3-4 of them back to the regular code. They made sparks perfectly fine, but kept attempting to get coal from a source that was completely blocked off (all 3-4 chose the same one). The best part was that the coal they were trying and failing to get was surrounded by the largest quantity source blocks, so I couldn't make an opening for them to get to that block. 

I had to change them from the function I made (which used "Find and Pick" for all materials) to "Pick From" with a coal source that they could actually access. I didn't have this issue in the previous update of the game that I played 7 months ago, and only a few bots were effected by the change. I don't know if campfire placement was an issue, because I only thought to check the campfire location of one bot, but that campfire wasn't placed very close to that coal or anything.

In case it matters, the unreachable coal in question was at the bottom of a vertical 3-block line of coal. It was surrounded on all sides, unlike the other 2 coal blocks next to it, which had at least one uncovered side. The other bots used the top one in the line, and maybe the middle (but I didn't think to watch for that). I had to change the problematic bots to pick specifically from the top one in the line. The rest of the bots chose that block just using the "Find and Pick" code.

oh, we made some pathfinding optimizations a few weeks agow, maybe this is a consequence of this... 

Did you report it with ingame bug reporter?
Looks bad,not cool that we have that issue on release buld :(

oh, I think I see your report on feedback sheet, but it is after you fixed problem :(

Hey, thanks for your reply! I actually didn't notice the feedback sheet, sorry. That must be from someone else who had the same issue, unless I somehow did it and forgot. But if I remember, I might go back and reverse the correction I made (if necessary) and make a proper bug report later.

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I think is didnt worth it, if this is an actial issue, I will recive many of feedback about it.

But just in case you meet yhis issue again report it please :)

Massive Doodle god vibes. i love this !

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(◠﹏◠)

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I don't know what to put here . I'm the low key geek. I love the game ,will likely play more soon , Its lit & got my brain Freezing and buzzing pretty fun , Wish I didn't have to go to bed soon but have to stop so good Night and thanks for the amazing game

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That's so cool to know that our game resonating with you, this is the greatest reward for us!

Thank you for playing our game :)

this is so cool ngl

(。◕‿◕。)

It's got potential, there's a ton of game design balances that need to happen such as adjusting the length of time the fire burns (it's too short now), how long batteries last (too short - could be tied to a difficulty setting), and other QoL adjustments such as being able to drag to select multiple code-nodes.

I don't like how the connecting lines do that automatic squiggly look when connecting nodes. I do, however, like the idea of an node that doesn't do anything which allows you to organize the connections, make one of those that also works for the location data of variables and make the lines just be straight and that would be significantly better than it is now. 

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Will try to increse time fires burns, why not.
B.t.w you can select a bunch of nodes with holded Ctrl, this feature should be introduced by some manual yep...

Iwe thinking about change link system to something closer to Linkitogame or tinkercad. But not shure about prioirity of this task.

Amazing game! Really fun and addictive, and everytime my factory messes up it's my fault not the game's, and i know exactly what went wrong lmao

10/10 would craftomate again

Thanks ヽ(´▽`)/.

You will be able to craftomate more soon, when will be released in Early Acces Jan 24.

loved it. I would suggest to color swap the robots so you can spot them easily

Hi, can you clarify what you mean by "color swap"? Ability to change Craftomate's color?

An example : I had 7 or so robots, each doing a task. all of a sudden, the northern fire pits started to run off fuel. I looked for the robot in charge of feeding those to see what was wrong with its program but I couldn't find them in the crowd, and problems cascaded. From that point, each time there is something off, I hit pause immediately and hover every robot with my mouse to see their name. This breaks the rhythm of the game. My suggestion is to let the player change the jacket color of each robot as well as their name to differentiate them easily.

I hope my explanation is cleare

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I get it yep, there is ingame method to color mates useing eatble dyes.

And you can rename craftomates as well.

All this solves problem for a part, but thats fact that we have some issue with navigating over Craftomates. Now thinking about some interface to grouping tham and navigate more convinient. Hope to implement in November.

Great idea but the beginning is incredibly annoying. The snow groing back resetting every progress in the area and freezing units is too much of a setback to actually enjoy the game. 

I wish there was a better way to restrict the area, maybe with connection beacons instead of campfires, it does not fit the mecha-aesthetic visually nor does it make mechanical sense when evrything else is futuristic. 

Too many things are happening at once and the floor is cluttered with items instantly. This game does not give the player the time to explore and make mistakes, it punishes and sets back the progress. 

The UI is pretty and intuitive, especially the programming part. In the same vein there needs to be settings to change the sizes, at least for the font.

UI and graphic style are great, UX and mouse controls need to be tweaked. In my opinion the whole point of programing-style games is to make mistakes and find out new things with time. So far the gameplay loop seems made only for people already proficient with it, new players are going to pick games they don't feel frustrated because they forgot to supply one campfire.

Can't wait to see how this develops!

Thanks for so comprehensive review.

Can you clarify, is bonfires feels frustrating to you only on the beginning?

Or the whole concept of melting snow with bonfires looks weird to you?

Or it starts from some moment.

Beause beacons looks close to idea with bonfires.

May be some item like "thermal bomb" witch will temporary will melt snow on tile it droped to will solwe this problem better.

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I have not reached anything beyond the first couple quests but what annoyed me was that I lost space to work with every time a bonfire went off. The floor was littered with items (because I tried out new combinations) and the workspace was cluttered. 

What I would suggest are ways to give players the chance to sort in a way before they reach dedicated storage units (to prevent cluttering) maybe via the ship so the player can hold a small amount of items they dont know what to do with. 

Another way to prevent it feeling like a punishment for trying out new things is to slow down the rate snow grows back. As soon as I made a mistake the bonfires went out, leaving me with no way to reach the further still active fires. 

To keep it short – losing workspace, progress and the connections is a bit too punishing for new players as far as I have experienced it. 

What particular mistake did you made :) 

Im just trying to imagine a full scene, sorry if I'm a little annoying

You are not at sll annoying, its hard to explain via text. Ill try to take a couple screenshots and post them in the discord!


But to give a better picture, the floor was partially filled with items I collected when exploring the surrounding with the bonfires. Once I lost one bonfite I automatically lost valuable space to organize my items and had to move them closer to the rocket, cluttering the space even more.
Like I said, this is only a critique at the start of the game when the player is making mistakes with the bonfires. 

Giving the players a bit more space to create chaos at first could make it more smooth when learning the ropes. Boomers like me can easly get overwhelmed if I have to do more than focus on bringing back my old ActionScript knowledge :D

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Hi Atih, I did see a youtuber grab one of the extra flames in the first bonfire and drag it to other bonfires. Temp solution of cause before we automate more and more, as in Autonauts, have a look if you want. Great game, I just started today, great time to be a gamer right?

C u in the Discord! 

(could not find your name there, I'm called the same as here, find me if you want to chat ok?)

Jake.

Ok I get the core.

b.t.w You can use in game bug reporter, it will send us save and screenshot.

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Brilliant. Loving it. This is how kids will learn programming these days ;-)

Unfortunately it is quite a bit buggy. Hope you guys will continue working on it.

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Thanks:)

Yes we are continuing, you can check our Steam page https://store.steampowered.com/app/1724140/Craftomation_101_Programming__Craft/

By the way, we are currently conducting a playtest, so you can try out the latest version there.

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