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BA3_2114

49
Posts
1
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A member registered Mar 18, 2020

Recent community posts

  • sensitivity max is not high enough, still felt sluggish
  • columns dont count as a surface for glue gun
  • pistol's "holding" stance got stuck in "mag check" position, guess i bugged the animation 
  • dont think im using rotator right, or it just doesnt work
  • when item gets shredded while in your hands - item dissapears, but game still thinks you're holding something. Workaround is trying to grab something else
  • conveyor placement hitbox could be increased a bit for safety, because when i was trying to place them closer - the other one just YEETED it xd
  • medical injury costs, while showing that they're 33% of money on hand, actually takes 100%
  • Why box shred reward is higher than its cost? You can beat the game in 3 MINUTES with it:
    • buy first upgrade
    • grind 170$ with office props (should take <40) near shredder
    • buy creation gun
    • spawn boxes inside the shredder
    • buy coin auto-collect
    • autoclicker
    • you're winner
    • bruh

movement/physics are a bit sluggish for my taste but it was a decent time sink

firefox 151.0.3

no "full clear" endscreen :<

pretty cool tho, but end-game is laggy when zoomed out, probably because too much barrage balls

interesting visuals, but fuck me, archer's accuracy in early game is absolutely hysterical XDDD

and time upgrades are detrimental towards progression. First 5 seconds is all you will need to take down all the bonus boxes and get the money. Difference between 5 second and 25 second runs was x3 more money, that wasnt worth it, cheers for the speedup button tho

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Clearance level: 2
Item: SCP-3008-L
Object class: Euclid

SCP-3008-L is to be kept in a 130x150 ft² on a casual wooden business desk. SCP-3008-L is powered by pulling the chain, connection to power outlet is not required for SCP-3008-L to be in a working condition.

SCP-3008-L appears as an office desk lamp whose light output intermittently synchronizes with the user’s eye movements. In controlled interviews, it induces persuasive, self-reinforcing compulsion: subjects report "seeing" themselves as a company director with various employees reporting the state of lamp business. SCP-3008-L commands the victim to begin ordering and commanding production of lighting devices and establish logistics to achieve global illumination of the world its currently in. Upon succeeding, it erases victim's memories, preparing to conquer the next world. 

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oh wait, you're the "potion master" dev, i wondered why "sky bolt-orbit" felt familiar XD

...and i already forgot about "the last spire 1", it was nice but grindy at times if i remember right, so experimentaion part in this game should really smoothen this gameplay bit

General imperssion is only within my expectations for the full release. It's too early to judge how this game will be when fully unfolded, because right now, the early game phase is "commit to using only 1 skill", but even with that i had my strongest options change, so experimentation even during early game is there (starter bolt/sky bolt with turret/blizzard increased damage although that one was a bit lame), and since it says "synergies are full release thing" it should get even more nuts (i hope), balancing these will be a nightmare, good luck lol

  • Is it me or non-fullscreen game window is too small?
  • Again, just me or music TREMBLES when bassy parts play? (default music sliders were too loud for my speakers, its aight)
  • Journal elements tab got some visual issues : 2nd part of the weakness description is weirdly formatted, it sinks below xd; and "earth" is colored like fire in  "lightning to earth"
  • some evolutions have text overlapping under "synergy" tab (bolt/earht, sky bolt/turret)
  • some values to show would be nice: enemy hp/spell's damage, bolt-earth-execute HP threshold, crit chances, crit damages, all that. Sure, it might not be as necessary to play, but it would give me more engagement towards making builds
  • some of the spells (poison) benefit from causing some chaos (spawning pools in that example) beforehand, so better option for these is to start at earlier time checkpoint, but that just loses me on time to alternatives, maybe a toggle near "play" button to have a short "setting scene up" intro with low-hp dummies that dont give hp? Or start the battle with some of those effects already deployed

If release wont have 1 definitive meta for all levels AND wont have a lot of "useless" spell combinations, then this might actually rock, i'll be waiting for release

Reminded me of "Pacremental", but this one (will) have synergies and not click-heavy, so this is already ought to be an improvement

this is what i expected when buying "Chef knight" on steam, levels with different ingredients (resources) that dont lose relevancy into late-game. It's great, but not perfect:

  • Could've used "order sorted by price" mid-game, late-game solves this problem by just giving you all resources in the world to finish all orders
  • bulk buy potions? double click to make all potions needed for order/ritual? These would be welcome QoL's
  • STOP RESETTING MY ORDERS LIST TO TOP POSITION AFTER FULFILLING D:<
  • Couple of resources were having a defecit even at endgame (root/amber/starpetal/sapphire to an extent)
  • I did like that i bought everything just in time within 80 minutes mastery, but i really hate these things. They were balanced well, but its a 50/50 feature for me.

All in all, so good, cheers

occasional stutters and an ever-increasing INPUT DELAY in upgrade menu during mid-late game, after closing upgrades - game speeds up to make back for the delay, thats a first for me.

start any of the 2 missions, land, pick another mission, woila :D


Whenever you start a mission and land, it will have "in progress" status, and then you can just pick another. This """feature""" helps sweep through the missions faster, since at late-game, if not all of them are finished, might feel too boring to 100% doing them 1-by-1. It's not disclosed that you can do that, so would be nice if it'll be left as-is

  • Needs accessibility options
    • Control rebindings (arrow up+arrow left+spacebar dont like each other)
    • "Always drift" or "boost", arab-drifting is meta and you HAVE to hold both buttons
  • No "brake power/reverse speed" """tuning"""
  • When upgrading something in "pit upgrades"  that you dont have enough bits for - horizontal scrolling bar flickers in appearance
  • Track 3 is laggy, and putting these train obstacles? In a hotlap-based game?  They might be an interesting addition, but at some point there should be an upgrade to remove them.
  • Where's current lap timer? Not "Last lap", like LIVE timer.
  • There are no collisions between racers, why does my opponent have to strictly follow his side of the road and not the optimal racing line? Racing AI is poor
  • Lap goal challenges are all over the place: ice track is too tough, one with spike strips is too easy, track with trains doesnt allow for smooth flow due to mentioned trains, first 2 were fine
  • Wall collisions remind me of roblox lmao

After so many meh's in this genre mix (incremental racing), it can be nicely executed this time, FOR ONCE!  gl

"Very early alpha"? It's so engaging already, this better be on steam once its finished.

  • "Low health" stuff from the screen edges look more like eye veins than glass cracks, dont think that was the intended look?
  • Landing pad might not register safe landing when approaching from the side
  • Moon might be TOO attractive, had a hard time escaping its orbit when flying paralle to its direction
  • Can activate both meteor/defend missions, idk if its a bug or a feature but i hope it stays in
  • More of a praise point: "asteroid defence" mission is more profitable to NOT finish due to asteroids flying right at you without needing to search for them, guaranteeing a cargo bonus in early game, i liked that bit.

If future content will be able to keep up the pace like that, it will be masterpiece, gl.

laggy as hell on web, and on startup when downloaded

But these aside, pretty nice. Could use "buy max" a lot tho, at least spamming spacebar works to quickly buy upgrades  

much brainless, very progression, wow

focusing "multishot" for archers is the smartest decision i've made in my entire life

1871, neat

main complaint is inversed mouse wheel lmao + RMB could've been used for camera panning

downloadable. Browser was loading for too long and after main menu loaded - it froze after pressing new game anyways, Zip build loaded game while browser was frozen

if thats how early game of a full version will be, then:

  • selling plate must get rid of "selling cooldown", with upgrades or not - thats up to you, but doing million of these will get boring if that will be the main bottleneck
  • pressing E opens upgrade menu. When walked away - pressing E doesnt work anymore, it MUST be pressed on the tablet again to be closed lmao
  • aiming line for when throwing out of bucket. Sure its going to be all over the place, but knowing general direction would help
  • REPLACE WHAT I PUT DOWN PLS, you can lock yourself through some tight points like this on accident
  • placing down buildings should show where the output will be
  • Cant pick up fries? Walked it with collisions towards the selling plate. +2 of them got pushed to the machines and i couldnt push them out from there, -150 creds gg
  • and of course ability to look away from that potato pile, higher FPS while peeling would help immensely. That, or optimize the pile to not be so performance-heavy

Very concerned with it saying "demo" cuz thats more of a prototype to be polished. If full thing would be free i wouldnt complain hard, but for full steam release (if thats where its headed) i'd expect refinement. 

Might check it out when it releases, good luck.

  • sorter settings were too much for what it is currently
  • clicking outside the window pauses the game, small issue mid-game when you just fling stuff across the pit and miss occasionally
  • items stuck under conveyor belt when bought
  • fuel finish is too thin, 1 of any item is enough to get it clogged up

cool otherwise, i liked that arm keeps grabbing onto stuff when its held down

pretty cool, but idk how far it can evolve beyond just pixel-hunting for placements. Some notes:

  • Didnt see any purpose for porta-potty: boost it gives doesnt really matter when everything is cramped close together and suckers spend their time more playing the games than walking; it takes space when there could've been another slot machine in its place; doesnt have any buffs to it xd
  • "hold lmb to replace" is good, but it should notify player about it earlier (in the pause menu would be nice), and with such speed to activate, a keybind would be better (RMB is fine, what its doing right now anyways)
    • btw when machine is held, its visual circle progress is blocked by dudes in front, should be either on the top layer or above it to not be hidden.
  • be able to move camera when dragging something? Max zoom out was a saving grace
  • Rearrange rooms. If you can put them so freely when building - should be controlable afterwards too.

gl

wonder if water gun meant to be this powerful even unupgraded, and MAKE SELL BUTTON BIGGER UUUUGH

horde dna gains are way better than whatever usual wave can offer. Finishing demo and getting locked away from it felt like a downgrade xd

first time seeing a game that actually scales with page's size WHILE IN FULLSCREEN


weird balancing, and for visuals windows could use a shadow effect

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mobile game ad visualized, but actually interesting

issues list:

  • command center tooltips obscure the state the button is in
  • no "scanner drone" disabler
  • selecting command center after ending round with "spinner" hazard keeps upgrade tree/game map tilted until another round is played/ended
  • make ore numbers to stay horizontal during rotation hazard levels
  • static field "disable drill" timer should be lower
  • lvl 31 map is HUGE MAN, if thats how late-game is, this game will NEED keyboard camera controls/camera movement sensitivity slider (for both, kb and mouse) settings
  • didnt feel the need to upgrade "retries", neither to utilize them. Maaaaaaaaaaaaaybe with a "repeated playthrough yield bigger rewards" it can be mitigated, but it might turn game into an "annoying grinder" if this feature will be put to utilization, so idk what's their purpose here.

i wonder how far this concept can push without feeling like it drags, i'll buy it for ~5$ on steam when it releases, good luck

Interesting concept, but currently its very unpolished.

  • Main issue would be the balancing. I never felt the need to go outside of the "more dmg/fire rate" builds (which is essentialy a flame tower) and occasional freeze. Like, "lvl 4 hard", ONE flame tower and im set. I decided to check some other towers after being done, and vortex/maelstrom have SUCH STRONG PUSHBACK, pairing it with flames/bomber makes any path impenetrable. Bomber didnt even need the pushback, enemies were literally spawncamped with this thing...
  • Second main issue is performance... for a 2D game. The more ropes there are - the laggier it gets and sound starts being choppy. Also enemies on level 2 TELEPORT forward from their spawn, the more "fast forward" you have set - the further they teleport, they can straight up go past towers like this on x4.
  • Third is progression. If thats what its going to be to play through all 40 levels, it will be EXTREMELY tedious and boring just placing one-two combo towers at the spawn and waiting for the round to end, repeated ~100 times. Making sources freely-placable makes game too easy, it just streamlines the process.
  • Skill tree is messy: 
    • paths intersect/"merge" together making it hard to distinguish where one goes (starter gold-reinforcedhull/randomsourcepurchase)
    • upgrade nodes cross 
    • only 2 (technically 3) levels of zoom, minimum and maximum, 3rd one is somewhat-middle when you open the tree, once you move scroll wheel - only way to get mid-zoom amount is by reopening tree
    • "spectrum sync" upgrade shows it costs red, but when hovered over - it shows it costs yellow, and it costs yellow
    • WHY DO I NEED SO MANY GREEN SHARDS XD
    • But credit where its due, refunding/experimenting with upgrades is very smooth, thats good. Only wished it could do the thing Outhold did: when hovered over a resource - all the nodes that have hovered currency used are highlighted on the tree. Guess it would be too difficult to implement in this game since upgrades cost different resources, oh well.
  • As the guy below pointed out, opening tower/source upgrade panel mid-game is slightly annoying when space is too crowded with them. Gets difficult re-arranging ropes mid-wave, click-to-open/close would be a better fit.
  • At least thanks for confirming there are only 4 playable levels, in-game confirmation would've been more helpful tho

Im interested what it'd be like after baking for longer, but for now it would be too monotonous and unpolished to keep going.

Chill idle'r, not my thing but still:

  • I liked the blur effect when shaking the camera, felt like watching one of "Bosnian Ape Society" videos xd
  • "Research efficiency" doesnt update university values, it stays at 1 despite increasing.
  • Lore notes should decode faster on release

got an unfortunate sequence of events where i played in fullscreen, wanted to leave the upgrade menu, it first left fullscreen, then it quit the menu, 1 more accidental ESC press, pause menu opens, im starting to hold LMB as usual and click right on the "new game". No confirmation, no nothing, insta new game, will finish it the other day i guess...

something is seriously wrong with web version

I cant proc resource gains. My progress died completely at 3rd growth because memory/blood stopped generating ENTIRELY. After hard reset, chitin was gaining at a snails pace, with TWO of them being purchased, one of them was flickering... Decided to download the zip, i got 200 there while on the web i got... 14. It either resolved itself while i was writing this or idk whats wrong with it

dont play web version, its inconcistent, download .zip instead

Despite there being a "continue" button after leaving to main menu - game doesnt save on page refresh. 

And you cant "continue" after finishing the demo, wanted to try the thing on orange trees and walk as far as i could, but oh well

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 

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    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