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Arcanestomper

31
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5
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A member registered Sep 11, 2017

Recent community posts

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I checked the game every so often, but mostly I just had Captain Wabbit followed.

Also I'd love to playtest it, but I don't have a twitter account. Good luck with the game and I'll look forward to the next release.

Awesome!

I gave myself two months of relaxation and the luxury life style, and I still slipped from the depressed state to inner demons in one year. I really have no idea how this is supposed to work.

Just for personal preference I would go for all seeds as the original design was. I want to be able to grow everything.

The hands look good in the screenshot.

Well it certainly sounds interesting. There really isn't a game at the moment, but I will be following your development.

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Make a water tile and have it automatically water seeds in the plots next to it.

Or let the player hold enough water in their hands for one tile even without a watering can.

Oh yeah, there they go. Well that saves me from having to restart.

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I've given this a few more plays and have started to grasp the mechanics. However there are two issues that I've been having. The first is that the energy supplier radius doesn't seem to be supplying the bigger cytosomes all the time. I don't know if they don't work in parts of the radius, or if they need to be replaced or what.


The second thing is that I saved and exited so I could change the options file, for the ui scale, and when I came back in all the floating bits were gone. Which kind of put a stop to my game since I hadn't gotten my resource collection automated entirely yet. I started a new game and the bits were gone there as well, though they did start spawning in. No spawns on my saved game though.


Anyway besides those issues this is great, and I'm definitely looking forward to where you take it.

Not quite what I meant, but that does help seeing the recipes. It would be nice if the tooltip moved so it didn't overlap the recipes when the recipes got too large though. Or maybe change where the recipes are located.

I finally figured out how to actually build a ribosome, and then I couldn't get it to do anything. The game looks really neat, but it desperately needs instructions. Not even a tutorial. Just a readme with how the buildings work.

You've got the core of something neat here. It just needs a bit of polishing and a lot more content. First when you're placing a machine it should tell you what you are placing. It took me a while to figure out that the little resource icons placed a generator machine. It should also tell you the cost of what you are placing. Preferably you should just be able to select from a menu without having to cycle through the whole list.


Second right now it's very tricky to be able to afford everything. You have to place the resource machines in a very specific order or you get stuck. Either give enough resources for that to not be a problem or preferably give back the resources it took to build when you delete the machine.

Finally it just needs more content. Once I created a row of resource producers feeding into a pit that was it. As far as I can tell the two orange things don't even do anything.


Anyone good luck. The art and animation is nice, and the machines work well once you figure out what they do.

I got through three sandstorms, but they seem to be getting worse and I can't really tell how the sand blocking works. What counts as behind the walls or buildings? Also will there be an update for this. I can't seem to build camel pens or smithies, and of course monuments are listed as coming soon.

I like the concept and the implementation, but the prices are way too high. It shouldn't take ten minutes of upgrading and resource collection to afford the first new node. I mean by the point I managed to unlock the poisonous mushrooms I had three level twenty grasses. If I didn't boost anything it would take another 8 minutes or so before I'd even be able to buy the first one. It's just kind of ridiculous.

I agree. Paying to not die gives it a lot of tension. Which is at odds with having to explore to figure out what things cost, how to make new items, and gathering resources. It could work as an arcade game, but things would need to be more immediately obvious to avoid wasting time.

Well the only real benefit I can see of not simulating the factories is that it will take into account the actual time for each machine to produce and the items to move on the belts. This is a little more intuitive than it just using the highest machine time and ignoring transport. So that would incentivize making efficient factories. But on the other hand I don't see any reason why you couldn't do that kind of thing inside the factory simulation. It might be a bit more computationally complex, but it would just be once instead of all the time when the factories are actually running.

I do like the fact that changing one machine propagates the change to every other instance of the factory, but again I don't see any reason why you couldn't do the same thing in the kind of factories assembly planter uses.

Also I don't know of any other games that do this kind of recursive factory building, and I would very much like too, but I do know the factorismo and compact machines mods for factorio and minecraft respectively do it.

Also I was intrigued enough to purchase assembly planter. And it's great fun, but after a while playing it I want to reiterate on my point about categorizing factories. If you're going to be making dozens of factories they need to be manageable. Give an option to rename them, sort them, manually change the icon, and it would be ideal if you could split them into separate folders or tabs. So you don't have to deal with all your low level farms when looking for a higher level manufacturing complex.

Since this is a prototype for the factory shrinking mechanic I will focus on the factories. First it was not immediately obvious how to get back out of a factory. I had to get read the instructions again. Maybe put a button for that somewhere. This experimentation with exiting left me with multiple extra factories. Which leads to my second suggestion. Give an option to delete factories. Maybe limited to only factories that have no instances placed to prevent complications. Being able to rename them from the outside and maybe even sort them would be nice too.

In regards to the prototype itself my main other issue was not having enough belt options. With the belts only being able to split equal amounts in opposite directions it substantially limited how well I could place factories to take advantage of large producers.

I probably should have marked that for spoilers.

1920x1080. It worked at the start, but when I reloaded later it was kind of covered up.

I got stuck a few times when I left my city power too high and it ended up draining everything. Eventually I managed to get it to the point where I unlocked alternate power sources at which point I just abandoned the nonrenewable ones and let it sit until I had enough research and money to build the spaceship.

The main problem was that there's no good way to tell if you're power plants are working or not. You can't see how much power you are actually generating only direct it. And if you have more than one engineer buying resources it's hard to tell if one of them is not making a profit or not.


Plus the market seems to imply that the prices will go down with population, and that never seemed to happen. Prices only went down once I stopped buying them.

One actual bug I saw is that the geothermal plants get covered up by the credits.

I liked it. It was a fun little game with an interesting mechanic. I did feel like there were two walls where I had to wait a bit to be able to afford the next section. The first was between the 4 and 6 upgrades. With nothing for the 5 tiles I had to idle a bit to afford the 6 tile upgrade. That got me pretty smoothly through the rest of the game until I hit the 9 tiles. Then I had to idle again as the shards dropping didn't quite keep up with the cost of mining a 9 tile.

It's a neat concept. It's just too bad that there isn't much to do. I'm not sure what the second improvement was. Some kind of efficiency increase?

Besides a fix for the late game numbers going off the cards I'd like to see some way to modify the arrows on the cards. That way I'd be able to fine tune my card layouts.

It really needs a save system.


On top of that a little after cost for the efficiency upgrades hit infinite everything stopped working. I don't know if that is meant to happen, because I did see a message about anomalies previously, or if its a bug.

Is buying uranium supposed to just give a black screen?

As others have said it's fun and interesting how the different mechanics work. But the chemical reactions forcing you to buy one element at a time is annoying. I only used it a few times. Especially once I got the last primary atom and just idled to victory.

Also the star cost feels like there is a bug somewhere. It was giving me a lot of stars even when it said  the next one was orders of magnitude more than my current photons.


Well I bought all the upgrades and filled all the slots. I would have liked some kind of ending notification instead of wondering if something else eventually unlocks, but I suppose this is the end.


A couple comments. It seems having more than one weather center doesn't do anything. I didn't notice the augmentation upgrades doing anything. It'd be nice if there was a few more ways to manipulate lightning strikes beside the tesla towers.

I've been trying to make an automatic smelter, but no matter what I do machining mode doesn't seem to ever send a signal. Natural mode kind of works, but doesn't handle air gaps well.

It was neat for the first few minutes, but making the final requirement 10 times higher than the last research was just boring. I set my factory up and did something else until it was finished.


I would have loved to do some more optimization, but the limited cat input put a strict limit on things.

For the record I got the same bug.