Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

deusued

58
Posts
A member registered Jan 17, 2024

Recent community posts

tell your agent that there's too much whitespace and that scrolling is the devil's work.

use bigint:

notes:
- .build-queue-length[font-size] =
   build-queue-length[value] > 999
     ? one-less-than-its-normal-size
     : its-normal-size
- save game needed
- needs a bit more depth on upgrades for holy water..
- i want to play this more.  please continue, explore what we can do..


.upgrades-panel needs to change its max-height from calc(100vh - 150px) to calc(85vh - 150px) .. i've also added overflow-y: scroll to a few bits but i don't if that's truly necessary.. and i bet i need to make the same max-height change to other tabs' classes as well

yeah this is like .. well, nearly in there for game-breaking, b/c it isn't just phones -- you have to zoom out hard core to be able to see things.  i'm going to see if adding overflow-y: scroll  will work on things.

why do you make scrolling required?!

fyi, you need a bounds check on ball location each iteration.. just got a memory access error when a fast ball i spawned snuck out of a corner (my "hole" was only about 30 wide by .. maybe 40 tall (oddly shaped of course), but a freshly spawned fastest-ball just snuck out, and effectively when it hit the went out of the grid, the browser threw an error.

nice concept, but not going to play again until there's a save game.

where... is .. the .. full screen??  scrolling is so anti-ux.

"buff shrooms ahead", the 5k x 4k cost shroom, i cannot place it anywhere.

sorry, second suggestion :: MORE MORE MORE MORE MORE

beauty, excellent.  only suggest would be zoom in/out.

yeah, this is just asinine.  i'd recommend everyone just upload whatever questionable content they have on hand.  so far out of bounds, dev.

EXCELLENT.  i'll play the next one, too.

decent concept, but as the appropriately named @TheBonerStealer stated, actual progression is painfully slow and requires ppl to sit here clicking forever.  I'd guess even changing your energy consumption /= 10 maybe only 5 would be a drastic improvement.

heck yeah, purchased tower wizard somewhat recently (played it a long time ago, saw it on steam and.. cha-ching).  looking forward to kicking the tires here.

  • neat dynamic.  
  • nowhere necessary to have that big of a field.
  • mouse aim would be better.
  • cpu hell b/c you've got too many things to keep track of.
  • add an expiry to gems
  • add a distance-to-player expiry for mobs.
  • add more plants.
  • add hover over each plant to see borophyl/second.
  • remember which menu shop was last in.
  • do not allow max items to be purchased.
  • place max items at the end of the list.

keep it up.  good job.

yeet.  max upgraded stuff still can take your borophyl.  

please add if (thing.level == thing.maxLevel) { render-no-button; }

that scrollbar just doesn't do it for me.  remove the scroll in the shop, pretty, pretty please.

.... saves .... just tuck your data (ideally in an encoded serialized format) into localStorage.  without saves, just not worth any amount of exploration of time in the game.

but as the two users have said  .. achievements are jacked.

where are the mobs?  i see no 'roguelike replayability' -- just clicking (which becomes pointless /fast/) and purchasing g/s upgrades, ones that the cost scaling far outpaces their return.  given, maybe things will unlock at somepoint -- i'm only 10m in or something like that, but ....

(1 edit)

great game.  

feedback: the tooltips/menus are a bit aggressive (i.e. no, i didn't want /that/ building, now i've got to move my mouse much further away from the building i wanted to use)

font is cool, but you have to zoom all the way out to manage things and even then .. just so much distance to cover and scrolling is still necessary.  smaller font/icons maybe?

great concept, but this shouldn't be tagged idle - it is anything but that; also, maybe add different levels with different ADHD things to track.

alright, there's GOT to be a setting for immediate dialogue dismissal.  sure, maybe you really want it there, but i thought about ctrl+w twice before i even got to start.  after exposing the first other station (blindly, there's nothing that says that's what to do), i thought about quitting again.  then the third one?  man.  bye.  

constructive criticism (minus one all caps bit):

scale formulas aren't quite right. the "squeezers" or whatever you call the stuff to the right, getting even to 10 is.. good luck. the upgrades past 100 for the raw materials in the middle.. good luck.  AND WHY SCROLLING, that's just mean to the user -- especially inside of the collection where you scroll down.. then you have to scroll up to exit that div/screen.  no!

finally, the "squeezers" - -zero value add.  e.g.  92 eggs produce 189m/s, yet its "squeezer" at level 7 produces 2.6b ... every 50s. sure, that's something, but the eggs themselves are producing 9.45b in that same time period.  this math doesn't math.

excellent.  save would have been nice just from a "coming back to it later" perspective.  

anyway, again, excellent.

int overflow, you need to switch to doubles or proper BigInteger types.

full screen hides the 5th row of upgrades (and anything below that if they are there).

but... those are my initials.  i suppose i could just use AS or.. maybe A_S?

submission did not work for me, just sat there.

incorrectly tagged as play-in-browser.

literally in the description:  "no music nor player interaction" << now, why it's published as a "game", that's a crime.

ignore the spelling errors note, as it's absolutely unimportant to the fact that the interface is absolutely unintuitive if not unusable, period.

i'm sure someone will say "oh you do this", but "You drag the components with the LMB and draw the wires using RMB" -- no, no you don't.  The tutorial level doesn't even come close to that being useful.  It doesn't work.  

costs need to scale a bit, ideally independently enough to keep it interesting but allow for a base "return on cost" type of calculation.

.. and as a web game, the complete pause on no-focus.. and you're an idle game?  nope.

well, that's sort of obvious.  thank you.  (but maybe zoom out a bit?  or... have scroll bars?)

(1 edit)

... at least with my gameplay, i can't get research cap to be above 50, which means that i can only research the first 4 items....  i.e. broken.


this. category: game-breaking bug.

excellent game.

alright, so i'm thinking you are just trolling here, b/c i just spent a minute clicking everything in the desktop .. without finding anything.

i've hit a quasi-hard wall around SCe101-102 or so.

can't build small cabin, even though plenty of rock on hand (25 required, >120 on hand).

having a language icon would be very helpful.  (just implement a message catalog, language + key => text).