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DanielLC

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A member registered Dec 30, 2020 · View creator page →

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It's annoying to have to wait as you climb up several kilometers towards the end.

It needs an ending. Add in a boss.

It starts off pretty boring. Maybe introduce rituals a little earlier?

The only mastery I have left is for clicking, but now I'm at the point where none of the levels last long enough for many clicks, and I don't like clicking.

There is an upgrade to buy and sell four at a time. And when you get the bot upgrade, they can handle selling automatically, but only buy very limited stocks so if you want to progress at any real speed you have to handle the buying.

I recommend changing "main turrent fullauto" to "main turret auto aim". It's already full auto. I was expecting it to shoot faster. Also, I'd make it so if you click and hold it will fire at your cursor instead, so you still can have influence on the game. And a button to speed up the game, for if you're not doing that.

I got it on my second try. Maybe if you don't buy full auto there's strategy to it, otherwise the strategy is buy everything and hope for the best.
It says you beat the demo after the second boss. I'm guessing in the full version there's extra upgrades you can buy after the first boss, so it should be more consistent.

I was almost done with the last level. But when I put everything in, one of the four reagents had magically disappeared, and now I had no choice but to change the machine, destroying everything else. Maybe add a way to extract an incomplete recipe? And a warning before you do anything that causes something to be destroyed (besides throwing it in the trash).

Can you make it so arrow keys and WASD work? It's technically functional on a PC, but there's no way I'm playing it like this.

How did all the tablets break in exactly the same way?

I notice you're best off focusing on labor, then training a bit, and then actually attacking. It would be nice if winning gave you money and stats, with training just being if you're too weak or if you're out of enemies. Also, it should be clearer whether an upgrade is fully upgraded or you just can't afford it. Maybe make it in a different color.

Momentum is a vector quantity. Looking at kinetic energy would make more sense.

Same here. Even after I figured out the trick it took me a while to get a trophy, but once I did I got the gold one.

There's a building that can spawn more goblins. Spam that and you can easily replace your losses.

It's possible in principal, but there's no way I'm going to play through them from the beginning just to get where I was.

It's too difficult to beat in one sitting, and you didn't make it so you can save. In the future, if you want to make levels that you aren't going to let people play, just don't publish the game. Telling people about them and making it so they can't actually reach them is just annoying.

I've beaten it twice, and the first time I was quite a bit of the way through before even discovering the mechanic of making buildings. I'm wondering if there's some problem where the game runs differently on different systems, so we're facing radically different difficulties.

When I first played I was missing buildings. But those aren't really that useful that fast. I wonder if there's some problem that makes the game harder on certain systems? I'm using Firefox on Windows 10.

If you can get a few tiles and afford enough gold to build the building that gives you more gold, you could try building some buildings and then stalling for a while and hoping you get stronger faster than they do.

Please add arrow keys for right-handed players. And instead of higher-rarity grass taking way longer to cut but still dropping the same value of gems, make it so they drop more valuable gems. And either make it so you get more per swing, or you can upgrade damage more easily.

I thought it would just move me to the next puzzle. I still wanted to finish it later. I suggest renaming it "show solution" and having it ask if you're sure.

I think the general strategy is to just not include ambiguous levels.

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Level 2 is ambiguous. It does at least let you win if you pick the wrong solution, but it's weird that it doesn't necessarily match the solution you put. Same for level 5.

But where's the fun in flipping the coin for ten minutes straight with no progress?

I agree that it shouldn't slow down so much. Also, make it less picky about which button you press. Why do I need a mouse click instead of space bar?

It would also be nice if it was clearer about which things you actually need to build.

They don't give you enough sumps and pipes. Maybe make it so the freeplay version keeps adding cards if you've used them all up?

We do, but you're better off using them anyway because any cards that get discarded will get shuffled back in, which means it takes more time to get the actually useful things.

Why do I get a request for a well even though I never researched how to build one? Do they expect me to know how to make wells just because I can drill a huge sewer system?

Can I buy them more food?

I liked it. I think it needed more depth, like more kinds of ores, but I suspect that's already planned. It would be nice to be able to upgrade digging distance and jumping height. More jump height would make it safer to mine without having to worry about not being able to get back. By the end it feels like you can't even dig up because the explosions keep bringing you deeper.

The smelter needs more upgrades. I gave up before getting the last set of upgrades because I didn't like having to go through six loads of resources just to upgrade it once. Also, I had everything but that upgraded before even unlocking the final area.

Very atmospheric. More of a challenge would be nice. Also, if you raise the water more than one level above you it should cover you completely, or at least have you float, but somehow you stay where you are only waist-deep in water. The simplest solution is to make it so you can't raise that water that high. The door sinking into the ground looks off. i recommend just leaving the top visible, and maybe even having a stone platform around it. I also noticed glitches where the walls weren't quite touching and there were blue lines between them. I'm using Firefox and Windows.

Don't forget to also make it so you can't reincarnate until you're ready to get at least one point.

I didn't realize I couldn't collect before reincarnating, and now I'm stuck at the very beginning.

I think I liked the other one better. It had different resources which makes for a more interesting upgrade tree. And I think the upgrade tree was more of a tree. Here it feels so linear.

Also, please make it so you can skip past the screen for finishing the level.

The game crashed, and then when I came back to it, it wasn't saved. Make it save after each level.

The problem isn't that it's hard to get. It's that it's particularly punishing when you fail.

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At some point, it's less "Lower the control rods to decrease the rate of reaction." and more "The control rods separate the reaction into chambers. Do not let them all activate at once." I ended up messing up and activating them all, but late enough in the game that I'm producing negligible heat. I have invented the cold nuke.

Edit: Increasing the size of the neutrons made it so the reactions can finally be stopped. But they can also no longer be contained by the control rods. So I'm just setting off a cold nuke every time I fire, even with all the control rods down.

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Make it so when you finish reading the text, you can press any button and skip past it. And so you can press R to restart instead of having to wait to die. Sometimes the blocks don't respawn in the right place and it makes the level impossible. Getting the star on the last level is really annoying because if you mess up a jump near the end, you have to restart the whole thing including the really long run. And it would be nice to get some kind of acknowledgement for getting all the stars. Or maybe it does and I just didn't notice since I never finished without all the stars?
I also noticed that you sort of get shoved out of the way by moving platforms. I didn't test it thoroughly, but I'm not sure it can't push you into an enclosed, shaded area softlocking the game. I'd make it so either the platform bounces off of you or crushes you. Probably the first given that they seem to bounce off of other things.

I recommend adding a way to tell if a node has too few or too many connections. Maybe it changes colors. It would also be nice of you could mark that it has the right number of connections.