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Denis Zholob

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A member registered Jan 04, 2024 · View creator page →

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Hmm, maybe ill take advantage of the negative entropy to have that as a build req for something (as opposed to positive numbers like everything else rn)

A force reset will be released in the next update!

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Thanks for the feedback and playing, glad you ultimately had fun! I will be adding a way to reset sooner via another research. For entropy im not sure about. Either ill remove it, or maybe, the more you have, the more it will affect the amount of time you have lmk if you have better ideas!

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No, the other scenarios (factorio, etc.) will not be getting a prestige system. However once this game is released, you orany one else will be able to add it in as a new mod! Furthermore this is the first draft in the base game scenario. Will see if further tweaks are needed to recipes/techs/bonuses for better balancing

are you talking about like an in game calculator in satisfactory game? or the satisfactory calculator website?

And answer is perhaps but such a feature would probably be post release. Demo is the focus which i am hoping to get done by end of the year

Probably Factorio XD splendor is really easy dsp can be beaten in like 3 minutes i heard from a player, if you skip automation completely rn factory time is medium as its a WIP satisfactory and factorio take from the actual games so they are harder

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Thanks for the feedback and playing! The dark matter recipe bug should now be patched in v0.4.4

Quota exceeded is an itch.io/browser issue (too much data saved since you have so many factories, i.e. your factory setup is too OP XD) but stems from lack of performance optimization, which will not be addressed until later, after full gameplay loop features are in.

Thanks for the suggestion on how to optimize! Will give it more thought when the time comes

Thanks for playing, glad to hear it was fun!

agree on the density there are like 3 metrics that are not all super clear without some description: density, count and size

  • count seems always great
  • size is ok but as was mentioned seems like a downgrade at first since it takes too long to crack in early game
  • density is ambiguous, and seems like it can be either be size or count, like is it density of an asteroid, or density of asteroids in the window

Seems so to me as well, i was looking at the timer as i moved my mouse and only saw the time go up when the black hole grew. Maybe its a very small boost or a super small chance, either way, seems like a pointless upgrade at the moment.

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Different gameplay! Because there are different recipes and tech trees etc…

Glad you had fun! Yes, optimization pass is in the plan, but a couple more core mechanics are priority first (prestige for example)

Ah, its a section under “Here are some planned TODOs:” not current features, sorry for cunfusion. Coming out with a “Bonuses” and a couple QOL features this weekend, prestige is my next focus

oh i didnt even notice the -5 stamina drop, but now i see there is a trinket to equip that negates that (gilded shift). But 100/100 to 95/115 doesnt bother me too much. I usually go for the green stamina boots all the time anyways.

Similar bonuses are a concern; maybe allow player to set up the auto switching order based on items of their chose. and have a new upgrade that gives you more auto switching slots. like maybe start with 2: player puts copper then iron pickaxe then after another upgrade then they put a drill in etc…

No problem, tho one more thing: is the map hand crafted? imo should be proceduraly generated with each run then being different (or at leas the option to play on a hand crafted map or generated one)

Why would you lose stamina? if you have leather boots (+20 stamina) equiped and then switch to snowboots(+35) you gain stamina you wouldnt switch back after equipping the higher tier…

Either way at least an option to auto equip to those who want it XD

Feature request: Auto switch equipment based on env e.g.

  • auto switch boots for bog vs ice etc…
  • auto switch/only use up durability for pickaxe for the right hardness. so if your power level allows you to mine at -1 already, dont use the pickaxe durability. as soon as you reache -2 then start using the copper pickaxe until -1 again, when reach -2 again the switch to next level iron piclaxe etc…
  • same thing as pickaxe if drill is equiped

Feature request: Time to availability (based on the current rate) for each purchase. This make it easier to judge.

Progression needs more balance. Currently crawling to get to lives and subjects, with little upgrade options to increase atoms. And grinding to try to get the 1t Temporal Prestige upgrade while only at million order of magnitude….seems like temporal prestige should be at 100mil or 1billion, 1t is too slow to get to. Same this with the Lives and Subject. Just crawling to get to at sx order of magnitude for atoms while i need oc atoms….

tldr; have upgrades earlier to avoid long grinds and keep player more engaged

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XD you got power + 1 radar? if not yeah RIP haha New recipes i hope will not have a deadlock like that

For sure, using Factorio recipes for now, but everything will change coming soon. This is more of a test for mechanics and UI. Thanks for playing!

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When you have factories assigned you can hover on an item and detailed stats will show on the right panel

Thanks! This will not be a copy of Factorio with pollution a biters. In fact the setting/story will be different. However, a similar mechanic to pollution is on my mind

Good point, i updated the description. Will do an update with credits in game

Would be pretty neat if that analogy catches on! O.O

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Oh this is great! Love the vid! Yeah, end game will have completely different recipes and feel. Ideally the game plays well enough to not need a tutorial, but we shall see. I would love to see a follow up vid to see your “end game” factory for this early release :D

Here is a sneak peak of the game direction! I think I will keep the factory recipes as a “mod” to load in and play at that point.

Thanks for checking this out and making the video!

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Thank you, planning for a steam release in the near future!

Thanks for playing!

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Yeah the recipes will change and there will be bonuses and a prestige mechanic so theoretically you wouldnt need to get into those numbers. But yes, performance ugh XD A hybrid approach might be a good idea!

About the radars/power: So steam engines are not completely irrelevant as they can give you a slight boost in energy that the radars eat. Steam engines produce way more than solar panels per unit so you can increase power production every time you get 120 radars for 12/s water. yes its not much but 1 steam engine powers 9 while you need at least 2 solar panels for 1. In my current game i have 21.34k solar and 144 steam engines for 9.31Mj/s and 4.47k radars.

Thanks for playing, keep an eye out for future updates!

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Fun game! I got 33 rides Here is my feedback/feature wishlist

I like LMB to build, RMB to delete. very simple but a hold to drag and build would be a nice addition

Also I wish for these features:

  • Zoom in/out
  • During the ride phase, able to switch b/w attached view or static view. Im multiple round in, map is huge, with many turns on 3x speed its starting to get dizzy looking at the ride…
  • On mountain/lake hover show the affected areas (i assume its a “+” configuration and not corners, but visually would be nice
  • See where the half way point is in the rail (for that half way 2x bonus)
  • Maybe a summary in the end of how the bonuses were calculated would be cool
  • Does the rubble tile do anything? maybe have that as an eye sore debuff (-x% to multiplier) to have players avoid it
  • Start in build more right away, i have to click on the build icon every time the build phase starts. Also demolish button not very useful since i can right click. Maybe instead of the buttons make them info icons with the controls.
  • Game stops expanding at around 30 rides
  • Show current bonus information better instead of very small on the left side. I want to be able to at least hover to see what i have.
  • Show how many tracks will get next turn. Maybe next to the track count add something like “+12/round” and if you hover that it would show all the bonuses contributing to that like
    • 5x +1
    • 2x +2
    • 1x +5
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Nice game! Some feature requests:

  • Can you add a button for fullscreen?
  • Button to reset the level (as opposed to spam undo button)
  • Button to mute music/sfx separately
  • “Draw” (hold LMB +drag across tiles) to place rail instead of clicking manually, bonus if going horizontal to vertical or vice versa place a curved tile automatically.
  • RMB to delete (also with draw)
  • MMB to rotate
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Recipe doesnt require energy but the furnace does If you click or hover on the furnace it will say “Operational requirement” coal

Ill have to think of a better way to communicate this or not use this in the full game version recipes

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You can make iron ore + coal (energy for lvl1 drill and furnace) for the iron plates manually until you have a drill to mine them automatically

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invisible or disabled? yeah its max theoretical production based on the factory assignments, so if you have some bottleneck downstream you would need to fix that to get the theoretical rate

Problem is if that item has multiple recipes, how to know which recipe to make Maybe just chose the first one, or last one made…

Hmm, might need a screenshot to see what you have. Or hop on discord

While you cant move in one step, you can “Remove” from one resource and “Add” to another. Click on something like Iron Plate then on the left side you can add/remove furnaces using + and - buttons.

Oh good idea, ill def add some sentence descriptions; but also might just see if i can fit in a way to display all the items the machine can produce.

Thanks for playing!