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BA3_2114

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A member registered Mar 18, 2020

Recent community posts

Wildgrowth on minimals.

notes:

  • upgrade tree partly sucks: respec system (which you can accidently forget to buy again), locking STATS behind an upgrade AND a scarce resource, +1% dmg (to max of 5%) just for one weapon type XD, zoom-in/out has input cooldown to let the animation play out... come on, just get rid of the delay. Besides it will be fun spamming it :D
  • current respec system gonna get tiring to buy same upgrades over and over when you wanted to change just one at the end of the branch when on higher levels (especially looking at that screenshot you got there, oof), RMB to sell would work better
  • i see characters have buffs on the screenshots, but in demo i finished it without reaching that point xd
  • skipped some of the texts on accident. Not that they mattered much, but still
  • guy below me is chad certified

Just fix up the skill tree and it will be fine

    oh wow, it overhauled since last time i played it

    So, still a neat concept, nice enchancements with hazardz/boost slots, couple of notes:

    • "stops interval" upgrade can mess up with (shortly) developed muscle memory or just plainly take the progression s l i g h t l y slower, there should be some slider/toggles to manage the delay between stops if upgrades are purchased
    • didnt really understand circle helper cuz it stopped advancing at ~9 o'clock, didnt get why's that, maybe due to rewind boost

    hope there'll be something more to it on release rather than just "click in tact", cuz for steam's usual 2 hour mark-that might grow tedious and repetitive, because for "itch scale" its excellent, gl

    cool, but:

    • cant click the "settings" button during a round, neither does ESC work
    • some upgrades are dirt cheap despite being later unlocks (i assume its just for demo showing off purposes)
    • skill cooldown can be abused by not killing last enemy and waiting for him to come closer, some upgrades like "reduce cooldown by "amount" when clearing the wave" or other conditions could help with that
    • some stats in skill tree are lying/not updating/not upgrading (mainly cooldown timers for special balls)
    • layering issue, torches on skill tree are hiding the "skill node paths" under them xd
    • poison sucks (as per usual)
    • WHAT ARE GREEN GEMS FOR???

    gl on the release, i can see this thing being fleshed out properly (wonder if it will have any "Ball x Pit" easter eggs lmao)

    Neat, but idk if the release version will bring anything new worthy of purchasing it. Here's a few notes:

    • dollar spawn/worth and better tool is meta, hands down, rest gets (mostly) irrelevant after maxing these 4 upgrades out
    • maxed everything before unlocking last "bag"
    • pointing out that you can "slice" with your tool somewhere would be helpful, i only realised you can slice after unlocking the chainsaw, cuz poking with it is stupid XD
    • UI scaling is weird: when screen is small-you cant see the whole bag and the "sell circle" area doesnt scale with screen size, and having to go to 240% ZOOM IN to see the title screen in main menu is just wow, thats just a heads up if you will get a "windowed" option for settings on release
    • did not understand what "bag level" does other than give notes at given values

    GL with release

    i only realised it after unlocking last cutter, cuz poking with chainsaw would be stupid XD, rip

    money counter bug is something i have never seen before, lmao

    like someone said, you either spam in-and-out of game's fullscreen, or you just scroll the page down out-of-sight and counter being updated at the tickrate of around 25/s or +8/15 per "flick" (parkinsons style)

    gameplay wise, sonar was useful early game and went completely irrelevant late game, just went full-digging the whole map to complete it, might be fixed with making digging more scarce and sonar more dependant (giving it WAY BIGGER range/enhancing the dig up value perhaps?/some other effects on treasure)

    despite having the same gameplay progression as Pinata Go Boom, the mechanics present are feeling way more interactive, having the "end early" button already makes it 10x better than PGB, looking up to the steam release

    plays like something i'd buy on steam for 3$ if you would expand it further with prestige skill trees and stuff 

    (1 edit)

    i softlocked myself trying to get through the corridor which needed 3 crates

    Upd: just watched the walkthrough, i cant push the blocks to the corridor when there's a block on the button, they just dont raise themselves, game broken

    i should've remembered about the "difficulty" setting in the options when grinding for all upgrades:
    1: buy upgrades on easy
    2: swap to hard
    3: sell
    4: swap back
    5: repeat

    when you get a lot of asteroids destroyed-game might start lagging and shards will keep going around the black hole and it wont get fed because of it

    solution-reduce window size

    nice glitch to max out an upgrade(s):

    1: get an autoclicker

    2: find a spot on screen where your upgrade located (you have to have enough cash to buy at least 1 level)

    3: go to pachinko screen, start autoclicker, enter upgrades, get the mouse in position

    4: you're in crippling debt, which is washed away by getting a single cash prize from pachinko

    bought every upgrade and the last gate struggles hard to get opened, im on 10k population already

    (1 edit)

    2) that's the thing: i dont see what it does
    3) is 50 not enough? and how is that even supposed to happen when the limit is set and after completing/canceling the project all tasks get reset to 0? (+you cant change task amount while in project)
    4) after reset, because without those-grinding projects/achievements is tedious

    UPD: now with milestone explained its all clear, thanks for fixing

    1) what's the current endgame?
    2) what "budget restrictions" milestone does?
    3) how "wrong" backlog can be done?
    4) a bit of a shame holdings didnt have some sort of "always have 1 intern/1 IT on resets" milestone

    Sweet short incremental with some story and actual characters, didnt think that'd be a strong point for an incremental. I'm just 100% on the side characters's side in terms of their opinions and views on the situation, where main reason for that is mayor being given to choose ONE MONTH LATER THAN HE SHOULD'VE, i really was expecting some sort of doc/money choice at the end of act 3, but- no, it was at the start of act 4 when it was too late XD

    thx to incrementaldb website for tipping me off about this game

    the hint opening/closing sound is satisfying, spent 25 seconds straight spamming x/l, Good puzzler.

    end game should have epilepsy warning then

    how the particle assignment "amount to increment" even works? amount is lower than needed but it puts all-in, and in the end after removing everything from it im on 0 particle cap and 1e119 sparks, burning wood doesnt help and guess this is a soft-lock, 1 upgrade from ending it, gg