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Doom Ninja

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A member registered Mar 28, 2020

Recent community posts

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The goal of boxing it in was to maximize time to failure if I had to leave before it was finished. I see just now that someone else doing this turned out valuable, because I came back after a while and everything was overrun except the left edge, which was only clear because someone had cleared the left 1/3 of the map before.

But some hidden mechanic messed it up when I tried to box it in.

I was by myself on Heartland so I just worked on boxing in the center. When I was about 3/4 done, Imaginary Friend joined (could be a coincidence), and random bits of corruption started spawning outside of containment. Like, far outside of containment, usually in the same region repeatedly.

The Battlefront rounds start seconds away from defeat. The corruption used to be kind of splotchy, leaving large gaps, but now it seems every level only has one gap in the top left and everywhere else just has little holes sprinkled throughout that fill out in seconds. I couldn't stop our freefall at all and I was right there. I ended up closing the page for fear that just my presence was causing it to go out of stasis repeatedly.

I suspect the main thing that has made playing without purifiers more viable is that we dropped down a lot. The difference in corruption growth rate is immense. It used to be wall off or nothing, and I noticed it became much easier before these updates just from dropping down. I can't be completely sure but I think that's what happened. We might see if we ever climb back up that high.

I am foreseeing a lot of time spent stuck on Heartland. You need 3 people to be actively playing for several minutes to get past, when everywhere else 2 playing briefly at the same time is enough. And on top of that, you're not very likely to lose it either, with a corruption growth rate of almost zero if people managed to get the anchors down.

Now that we've gone up and down a bit, I would love to see a graph of wave number over time. That would also allow us to clearly see our records and try to beat them. And sort of see the story of our struggle. I don't know if any of that is recorded right now.

I think you literally just gain 10 per day that you play.

Strike seems to give 1 experience point per damage it does. It may do less damage because you already did some or because there isn't that much health left. Strike damage didn't seem to change with my level at all. It only changed with the wave level, to always do half the heart's health.

I didn't know until that point you actually had to kill the hearts to win.

I also just found out that if there is actually nobody there, rounds are lost pretty quickly one after the other. I was tempted to let it keep going. The standard for defeat is a fair bit lower than the standard for victory, apparently.

It appears two strikes kill any heart at any level, but you get way more experience at higher levels where they have more health. I kind of doubt that was intended.

I am now level 64.

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Sear gives a ridiculous amount of experience. Someone could shoot past 25 just spamming Sear if nobody finishes the hearts.

What if you just made all experience proportionate to energy expenditure? Then there is no incentive to play in any particular way, only to play. The game cannot judge how useful any given move is anyway.

Edit: Strike is even worse. I am gaining almost a whole level each time I use it. I am level 39 now.

Did we lose our first round? For the first time, I was completely by myself when I stopped playing. And the corruption is so fast now, I figured after my last purifier expires in one hour, if nobody has come in, this is it.

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I think Chain and Cataclysm are in good spots. Neither is good to just spam but both are good in specific scenarios, and can shape player strategies.

It's not very clear how Sear and Strike work exactly. Sear damage seems to keep getting higher, presumably just keeping pace with the HP gain on the hearts?

I wonder a bit about the new experience gain, as I watched someone go from level 11 to level 15 in 7 minutes.

Beyond attempts to lock in uncorrupted space at the very start, every map quickly turns very samey: a saturated rectangle we need to scrub clean.

It's kind of annoying how often synchronisation errors happen, where it turns out some move didn't go through. Some are hard to understand: I saw someone else's Cataclysm happen, get reverted, then happen again in a slightly different spot.

I've been getting 10 more maximum energy daily. I'm at 130 now.

I think semi-afk tab in tab out is still a good concept, but it's hard to play that way when you cap out in energy in 100 seconds.

I just find it kind of relaxing, and fun to think about what the optimal moves are. The specific actions don't really matter.

This is a message for the defenders. Developer, do not read!

Heart explosions leave a 9 by 9 gap in the corruption. We should try lining this future gap with purifiers before killing the heart some time, so we get the space for free.

I would like to be able to change my name. I regret going with the suggested name!

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Reducing the spread seems kind of irrelevant. You make a solid wall of purifiers, or the corruption gets through. The rate of corruption growth doesn't factor into it. The only thing is, if you have enough people and you're fast on a new round, slower growth might let you win the round more quickly by saving the existing uncorrupted space. But even then, if you spend time killing hearts, you give up time you could have spent walling off the uncorrupted space.

That said, it's not entirely clear the rules by which the corruption spreads.  Have you played any of the Creeper World games? I'm not saying you should copy them, but it's an example of a reasonably elaborate ruleset leading to reasonably varied player choices, with a similarly amorphous enemy.

Is defeating the hearts even useful? It takes 4 purifiers to cancel them out, which will have to be replaced once an hour. It seems to take much more to kill them, and people have been doing it right at the start when they could be gaining the most by trying to save the uncorrupted spaces there are instead.

I am into the concept of weird "MMO"s and I appreciate that you tried something new. I also like the Creeper games, which this is vaguely reminiscent of. But as it is, the game is way too simple to hold any interest.

I can't really care about leveling up either, since all you seem to get is abilities, and the abilities don't seem very relevant. Purge and Purifier seem to be all you need. The new Sear might be worth something. But I think you need to think about what exactly the role of the other ones is meant to be. Strike does 5 damage for 20 energy. You know what else does 5 damage for 20 energy? Using Purge 5 times.

The offline energy gain element doesn't seem very relevant when the cap is reached so quickly. At some point my cap went up from 100 to 110 though and I don't know why.

Also I don't get why the last hitter on a heart gets all the credit.

I am not sure that just adding more complexity will actually make it good, but at least it is easy to think of ways to do it. Here is some brainstorming:

  • Have terrain that influences how quickly the corruption spreads, with perhaps some barriers that block it entirely, and some where it spreads like wildfire.
  • Maybe make some rules about where we can use Purge, so we can't cheaply punch a hole to put a purifier in. Say, only allow it to be used on tiles adjacent to uncorrupted tiles, so we have to make a path. Maybe a different, more expensive ability can bypass this requirement.
  • Maybe have similar restrictions on attacking hearts, so we can't just knock them all out first thing at the start of a round.
  • Have corruption sometimes make some pre-announced move that we care about somehow. Things like spawning a new heart, or having a surge of growth in one cardinal direction.
  • Give people oddly-shaped purifiers that are more economic in terms of energy/area. Perhaps give everyone a different shape (changing daily? or chosen?) so they are encouraged to coordinate them between players.

I like the concept, but I don't think it's fun yet, and I don't know how to get there either. Once you get a little bit of money from one field, you can easily upgrade all, and then what? Maybe there should be some concept of experience points per job, or classic RPG stats like "strength"?

This game has the tag "No generative AI was used" but that seems pretty clearly false.

Cute game.

The base and the mining game seem to have virtually nothing to do with each other. It would be interesting if they were deeply integrated. Like perhaps you need dwarves to bring tools to the mineshaft to get to go on expeditions at all, and upgrades, like better tools and better torches, are achieved by actually making better tools and torches in the base.

The combo thing would benefit a lot from an audio cue, like matching the beat in the music or something.

Some upgrade node ended up being precisely underneath another so I could not interact with it. It branched off some lucky wheel node.

Investing into debt management seemed like a complete waste of time, since your income upgrades are far more powerful. It's not clear what makes the interest rate go up. No point to the debt twist ever became apparent to me.

In Chrome, the upgrade screen ended up lagging a lot, but actual gameplay was mostly fine.

Cute game.

For whatever reason I always enjoy this genre of games (if it's not excessively slow to progress, which this game wasn't). That said, it doesn't really seem to have any unique twist or anything.

The transition through the upgrade tree, from having so few bubbles you click them all as you spawn, and so many they fill the screen, is very abrupt. I ended up with so much money from one run I could just about buy out the entire (non-locked) tree.

It also felt a bit weird that fixing the ship gives you nothing (presumably) until it's all the way done, so it never seems like you have much reason to do it over actual upgrades, until the end.

Automation is eventually rewarding. Crit, on the other hand...

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Very cute! I finished the game, but I forgot how long it said I took. I played it in Chrome.

The mid to late game could use some balancing. Pretty quickly, my willingness to keep clicking the upgrade button became the bottleneck to upgrades, and my computer's ability to simulate 200 dudes running around at high speeds became the bottleneck for buildings. Despite that, the tower levels just shot up due to the intense speed of harvesting.

Some minor nitpicks: bridges aren't refunded when destroyed, and roads are destroyed with no refund when a building is placed over them.

I would like to see more of this game.

Very poorly balanced. Normally I would say more, but just none of these numbers and relationships in this game make any sense.

Speed would be useful if it did attack speed. Or maybe it already did? I wouldn't know.

Cute game. Here are my criticisms:

The font is just too much. How do S and Z both look like an I? But I looks like an =.

I broke the game at some point by clicking the next node on the world map, then another that I had noticed became enabled for the animation. I had clicked the next fight node, then the reward branch I hadn't picked before. I completed the fight, then ended up stuck at the reward branch on the journey map with nowhere to go.

In my opinion, economy upgrades in games like this are always boring. I also wasn't really sure what upgrading range or speed was good for most of the time. Everyone seemed fast or ranged enough.

I was thinking maybe there could be obstacles you need to design your vehicle to overcome, or blocks you have incentive to drill first or last.

If evasion is actually simply your chance of avoiding any given attack, and defence is a fraction the damage is reduced by, both seem virtually worthless in the early game.

I suspect that maybe you realized they become extremely powerful at high values, so you wanted them to grow slowly. But now their usefulness curve makes them practically irrelevant early and then late game (if not limited) they suddenly shoot up to damage immunity.

There are functions out there that exist to help make their usefulness more linear with their numerical value. Basically what you care about is their impact on effective hitpoints (EHP).

Are you okay?

Right up my alley as a concept, but it doesn't really work as a game. There is no reason to ever do anything but wall of drills. Fuel tanks are irrelevant because of the coal upgrade not being bound by them. If fuel tanks ever became useful, the next strat is just a mass of fuel tanks behind the wall of drills. There is never any reason to use structural blocks, or pistons, or more than one magnet. Not sure what sticky wheels do.

I will try this again if it gets updates.

Cute game. Here are my criticisms:

The tutorial broke on me. It told me to upgrade the weapon, I upgraded damage. It didn't acknowledge that I had upgraded it. Then when I clicked the system slot, it just gave me the tutorial for equipping one. But then it gave it again, when I clicked the other system slot. And it gave other tutorials again as well, until I had beaten two waves, then they finally just stopped coming up at all.

I think the shop broke at some point. It started only ever giving me Hull Reinforcement, Pulse Laser, and I think Reactive Hull. This happened after (somehow) unlocking a bunch of things, which I never ended up seeing.

The first run was a little too long for me, especially because I didn't realise I was working towards unlocking new things with my actions. I think I would have been more interested if that had been communicated to me. I did eventually unlock things but I had no idea what I had done to unlock them.

Lots of things are just a bit unclear, including the UI itself, but you probably know that already.

Wow, do not unlock any dial on the second row. It slows down your income immensely.

Cute game. Although the plant upgrades never seemed relevant, and there is no way to spare useful plants.

There is some bug causing stuttery audio and gameplay on the main menu and in the game but not in the upgrade menu. I played in Chrome. I'll try this again once you fix it.