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argusthecat

14
Posts
1
Following
A member registered Apr 05, 2022

Recent community posts

I'm confused.  Was this game somehow made without ever being played?  There's functionally no way to get past the second wave, getting past the first wave requires random chance no matter what you do, the meta-progression takes multiple orders of magnitude more resources than you get from failing the first wave over and over, and basic stuff like the size of the screen negatively affects gameplay.  This is... not done.  This isn't even a beta test, this needs serious work.

This is a really cool start.  It rapidly becomes true that I want the ability to create routes for the trucks, because all the clicking quickly becomes tiring, but I can see this occupying a lot of my time if that were an option.

Seems like a decent take on this idea, but please, give me a way to mute the game.  If there is an options menu, it's hidden somewhere I can't find.

Please make the options menu actually work.  I'd like to try this but not without the ability to mute it.

If the game doesn't run in Firefox, that's not honestly a problem I'm willing to devote energy to solving.

Same here, locks up when you pick a mode.

I'm trying to phrase this as politely as possible, but let's be openly blunt for a second.

Why should I play this game?

There isn't actually a reason, if I can just go ask a chatbot to generate something exactly like it.  The features you list aren't content, they're just quality of life things.  They smooth out the experience.  But there is no experience, there's just clicking and waiting.  There are no puzzles here, there's no chance for optimization, there is no skill expression.

You are correct that you probably would get some hate on the sub, but that's because this is an AI generated object, and not a real game.  You say you're active in the community, so I'm sure you've played other incrementals.  Do a comparative look at, for example, Theory of Magic, or Orb of Creation, or A Dark Room.  Look at the things they do, and think about how you could adapt or improve on those ideas.  Creativity is more than just images and names, and in this genre, what matters most is that you have a fun web of connections to play with.

This isn't a web.  It's a straight line, with no obstacles.  It's not a good game, but even worse than that, it's not even you learning how to make a bad game.  Find your own ideas, and implement them badly, and people will actually find it a lot more enjoyable.

I like incremental games.  But this is barebones in the extreme.  The buttons all technically work, the math exists, but the complete lack of discovery or mechanics beyond waiting and clicking is kind of grim.  If this is what happens when a chatbot generates a game, then I believe it, because there isn't anything here.

If you enjoy games like this, and have demonstrable skills, I would be interested in seeing you make something on your own.  Even if it's messier and buggier, I am certain that you could create something without AI generation that would have some kind of life breathed into it.  This is just... I mean, there's a joke that all incremental games are numbers going upward, and that's sorta true... but this is one number, with one set of inputs, and there's nothing to explore.

I did figure out the ride, I was just being an idiot!

Two things, one that might be a bug.

When you explore Santorini, you find blueprints for solar panels for the rover.  I remember there was a thing about Telos having solar farms around it.  But there's no actual interaction there afterward; is this intentional, or am I just not supposed to get anything from that?

Also I feel like I'm missing something with Astrape.  There doesn't seem to be a way to even make it there with enough water to survive the tram ride back? 

I've been enjoying the game, but this seems like something that should really be taught in the game somewhere.  I've got pretty bad eyesight, and I didn't even realize that some monsters change facing

This feels like a fun start.  I can see how it could quickly become a sprawling mess of options, which seems like it'll be a lot of fun to explore when it's more developed.

This is very well put together, and you did a great job of making a puzzle out of the timing.  I'd love to see more of it.  I think the only thing I'd really like to see in terms of quality of life is some kind of post-loop breakdown so I can know exactly how my skills translated into the permanent upgrades.  Aside from that, yeah, this was a lot of fun, and I look forward to updates.

Fun idea, but it seems like sometimes, dropping the patient's life to zero to cure their last symptom will kill them, while other times it saves them.  It's inconsistent, and I can't tell why it works sometimes but not others.