Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

blankity

112
Posts
3
Topics
A member registered Aug 09, 2019

Recent community posts

So the demo ends at the first terminal, and I thought my preparation might've been overkill, anyways.

Minor complaints:

The metal scavenger's bar is always full.

I'd like if the disposible biocell's bars only looked empty once the cell itself was empty. This can be confusing to look at and also means I needed to double check disposable biocells before destroying them.

If I don't have empty space for biomass and I get some in a scavenge action, all of the collectors try activating.

Lastly, the status panel says a level 1 sensor increases range by 200 meters, but the sensor itself says 20 meters.

Four mechanically neutral QOL suggestions:

1. The ability to set certain items to either need a confirmation window before destroying them or just not allow destroying until that setting is off. I've accidentally destroyed a biomass generator while quickly changing disposable biocells and just reloaded the last save. (Auto destroying empty disposable biocells feels more like an augment idea to me.)

2. A pause button so I can get some water without worrying about running out of biomass/power. This is actually more prevalent in early game than late game. My current solution was simply switching tabs since the game wouldn't run in the background.

3. Letting the player transfer from scrap box to scrap box or carcass container to carcass container. (Maybe even for material boxes of the same component instead of doing it one at a time.)

4. Upgrades taking from boxes take from the box of components that has the least components first, so if I have a box of 20 magnets and another with 7, an 8 magnet upgrade always leaves me with one box of 19 magnets and an empty box.

It's a good game though.

I found two minor bugs with the grabber. (I know there's an in game bug report, but I want to attach images.)

1. The grabber shows yellow if it was turned off while fully charged.

2. The grabber drains power while on and fully charged.


Haven't encountered a terminal yet, might reply to this comment once I do.

Playing as Fractured Core, and I don't know if taking the crisis points was intended.

I feel like when an enemy dies should not be an option for the starting trigger and the non-damaging options other than gain XP should not be options for the starting action simply because picking either one of those means you're stuck at level 1 for the whole game. (Unless there's a hidden third way of getting XP?)

When restarting the game, I had to refresh the page to see the time sentry's information.

Some badges seem to have hidden text, which isn't really helpful. Does this have a chance to draw an extra card? I haven't seen it.
I think this is just a funny visual glitch that bulkhead has 2 separate stacks of fearful. If this actually does something, IIRC the way I got it was to have fearful, then another status, then apply fearful again.

While no picture for it, I noticed that Ethyl's cards are more specific as to how stonefist spirit scales or that vine lash states you have to target an enemy whereas the others' cards don't.

Lastly, I don't think the flee button works.

It's a nice game though.

Is that under video settings in the options?

Isn't the eye supposed to be unhappy when any number is in contact with it? I think the die just gets reduced to 0.

I think the concept works (although I'm not sure how later round scaling goes.) [Theoretically, anything can be Balatro'd, the skill is in making it fun.]

Also, the wolf just feels like a guaranteed loss if you have no mult relics past the first round.

Anyways, there were some bugs.

The only major one is that red dice that wouldn't score normally but score because of Hungry Pachyderm work against the wolf. (For example, if you get three of a kind with 2 white 3s and a red 3, the red one won't work, but if you also had a red 4, the 4 would score for some reason.) [In this case, I used Red Disk to make all the dice red.]


Butterfingers limited the points per category to half the goal + 1.

Lastly (no screenshot because that'd be too difficult, and it's just visual.) Five Alive visually triggers both times a 5 activates instead of just the one time it triggers the five.

IDK if glitches are supposed to apply to wonders so I put that in just in case. No buildings are visibly affected by glitches and it seems that only the first turn of glitches actually works. All 4 of these are on the same turn, and I had only unlocked 8 T2 buildings.

Also I think the shield generator's description is just the template.

The exploration numbers seem to have subtracted the requirements from the previous level.

Also, a second exploration glitch. IIRC the order was I got T2 Isolationism, got Sensor Improvements, then resolved Isolationism. I got up to 30 tiles with 1 cost missions.

I don't have a picture, but the wellness ability that removes a planet from the game and gives you resources can be used multiple times by going below then above its threshold.

In this image, somehow the Harvest Drones showed 0 health but had 3. (Also the Cargo Drones were never targetable.)

Here, the citizen's request was impossible since there was no crisis. I'm not sure if this one is a bug, but I was going to make this post anyway, so why not check.

Tymscar either is a hacker or found a bug.

Can't rotate pieces due to having a trackpad, seems interesting though.

The game worked on previous versions, I'm using google chrome, after a few attempts, it seems to only happen when I pick driver.

I'm not even sure what caused this, I just tried playing the new update for the first time.

Nice game, but two bugs/oversights.

1. EMP missile does more damage than EMP missile II.

2. Repair Bay doesn't heal anything.

And one question, Is the chain reactor supposed to give evasion?

New boxless scores for move 1, move 2, ice 1 and ice 2

New boxless turtle 1 score.

I think I found boxless records for slide 1 and turtle 1


There's a lack of three star scores here, let me fix that. 





(Spoilers for level 2 and 8)







I can't play this with the visual glitching, and the worst of it isn't even in the video.

Disunion or community studies researched orbital telescope, not sure which one, but now the wonder isn't selectable, nor is orbital telescope.

Double clicking some cards uses them twice.

Demon II is debuffed then triggers its own ally debuffed ability.

Some barrier sources have it last for only one turn like Ice Ward

The game didn't end.

I am able to research the first extra building slot again. In the order of research I got, Space Mines, Tactical Systems, First Extra Building Slot, Launch Facility, Sensor Improvements then General Improvements.  As proof I already researched the first extra building slot,  I have 5 buildings on the capital.

Two ammunition factories via research?

Actually, Yes, I will survive

I can no longer see what the items sell for before selling.

I can't use it after stunning the enemy.

No. This is visible in the video too.

What counts as an attack card? I ask this since I got the pacifist achievement with one thorn and one enflame in my deck. Which I thought would mean I had two attack cards.

Not the dev, but.

2. They stack additively (I've tested this)

3. I doubt it's a bug, as the screen seems to be unable to show everything. Unless you mean it doesn't scroll to show the unit.

Lightkeeper triggers twice with hound (one for the first and one for the newly summoned one, even though that one doesn't summon anything). Also doesn't trigger on sculptor.

I think the ability is bugged when the enemy is stunned.

The base stats of hound are 1/2, I think the game gives it that and the aspect, then "gains" the remaining stats.