This wasn't really planned out- you can correct it currently simply by not making any elixir the second time (or making and storing it instead of upgrading)
Dystopia-user181
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To be quite frankly honest, there's not really much interesting going on, mostly just a currency rebranding of the general TMT mod-style incremental. Regardless, this is a good attempt at your second game prototype- It was where I started too, after all, you'll eventually find more and more interesting ideas to tack on.
Itch doesn't let me post images, the full feedback is here:
https://docs.google.com/document/d/1HyzrVnLfMEOKjzP4VNMzkq2hClU-h7Rdf3_swis_3N4/edit?usp=sharing
This looks like a bug where the moving gets kind of wonky; Same problem as alterhistorian, since I used the same framework to handle panning and zooming. ~~I'll disable it on mobile since, unlike alterhistorian, the game seems somewhat playable there~~
Edit: It actually isn't playable on mobile, some upgrades go offscreen after you unlock enough things. I will work on making the pan and zoom controls work on mobile which might fix alterhistorians' - When I do have the time of course
Fun little game, maybe a bit too fun because I didn't check upgrades at the beginning. The prestige layers feel a bit haphazardly tacked on but I do like the antimatter mechanic. I do wish mass and energy were more than currencies and had some sort of effect though like gravitation.
(Radiation may be a more suitable currency name than light, as EM waves from black holes tend not to reach into the visible spectrum- And additionally, black holes decay via hawking radiation, so it does make a bit of sense)
It reminds me of heartosis's entry with a bit more depth due to the antimatter mechanic.
Looks like I crashed the game after leaving it unfocused too long. The time each frame took to process became progressively longer. Interestingly, same problem I faced while developing "genesis".
If it's worth anything: The best thing to do here is to probably place a cap on how many particle are displayed, since that's the major source of lag. I also highly recommend drawing circles in canvas instead of creating a new HTML element for each particle.
Very solid game , liked the tower offense a lot like many others did, it feels less like a hard incremental like many other games here do. Took around 26 minutes to beat the game, had ok fun figuring out setups and everything. Unsure about how much it actually adheres to the theme though since it seems like energy never appears
The start was quite promising with a bit of gradual expansion and some adherence to the theme. After a while energy just stopped being a problem at all and you never really cared about it much, and the sprawling UI after unlocking laptops was a bit daunting. Also turns into a bit of a waiting game with laptops, end is basically waiting 2000 seconds for all laptops to finish. A bit weak on the balance side but the start is quite promising and I would like to see some more expansion with less hectic recipes and generally better automation and abilities to upgrade the speed at which you gain resources in general to avoid very obvious bottlenecks
Really great concept- Once I saw the swapping of roles I just had to give it 5 stars for uniqueness and theme. Unfortunately the strategy seems to kind of upgrade a bit then sit and wait each time, and some upgrades seem to either not work like HP regen, or update values for other upgrades like in the case of blocking bullets. Would love to see a bugfixed and better balanced version of this post-jam.
Neat little game which has a reasonable take on the theme and a slight bit of strategy. It did start to feel quite confusing as progress appeared to stop being made after some point though. Going to have to deduct a few originality points since the layout seems similar to that of a generic incremental. Overall it's not bad and there is a fair amount of content for a 14-day jam game
Thanks, wasn't really expecting this game to be liked so well lmao
I originally planned to make the goal to turn the box into a black hole, where mass would play an effect as it sucked in your lasers and you had to constantly build new ones, but I procrastinated on other things for a bit too long to implement that
Overall ok fun game, a nice expansion on top of communal cauldron with the ability to place down tiles to affect what buildings do, I wish it were expanded upon more apart from getting resources but the time limit is tight.
I'm not sure how well it adheres to the theme. There is an energy mechanic to be sure but I'm not sure what mass is supposed to be
Fun lil game for first few rounds, was initially taken aback by the buying order of upgrades mattering but figured it out soon enough. However triple compacted box seems to make most of what made the game interesting trivial to get through. Also maybe a "shift to see charge effect" would be good.
Uniqueness: Gives me some vibes of rapture 30 (100?) and/or Lit, has similar execution to both games. Imo has better execution than rapture but maybe worse than Lit. (Something similar was investigated in 3pow3's game but with somewhat worse execution still). Maybe not that unique but the implementation is fine.
Theme-wise this is one of the games where I do actually feel like some care was taken to adhering to the theme, at least early game. Later on it did start to feel like another case of "format numbers differently" though.
Fairly generic PT-mod like incremental. Theme could've been implemented better, again mostly feels like a somewhat lazy formatting of numbers but I'll give it a pass since most other games this round are also like that.
The main issue really is the lack of automation in repetitive tasks, then asking you to do those repetitive tasks a ton more times. Getting the milestones is a pretty big menu-navigating chore which was... Maybe fun but also quite frustrating and could've been executed far better.
New comments about the balancing as well
The layout of upgrades in the black hole is... Somewhat questionable I feel like? Some upgrades are ridiculously powerful while others feel weak. Seems like a case of "Just hope you choose the right one" on the first few resets which might be odd.
Overall ignoring the bugs not a bad game for first submission. I'd recommend moving all variables into a game object (Say, instead of star1Power = 0, star2Power = 0 etc, have something like let game = { star1Pow: 0, star2Pow: 0, ... })
This allows for easier saving (You can do JSON.stringify(player) to get the object to string conversion, then save the game using the localStorage API which you can find more info about on google. To retrieve the object again you can use JSON.parse(string))
I'd also recommend moving the javascript into its own file to not clog up the HTML which makes things very messy. You can have, say, <script src="game/js"></script> and then have a game.js file in the same folder as index.html.
I do recognise that this game is probably bugged, but hey, having a submission is better than none, the purpose of the jam is just to inspire people to try and make things. Even if you fail this time you still learnt something you can apply elsewhere.
Here's some feedback pre-game break:
- Hiding the upgrades when they are not bought is probably a bad idea, as you often want to see the effects of them.
- A formatting function: at some point you have 0.30000000000000004 black holes. Floating point errors are inevitable so it's a good idea generally to account for them.
- Layout-wise: The huge screen size and small hitbox of celestial bodies makes things awkward. The upgrades should probably be placed close to the celestial bodies, instead of far away. Highlighting the planet whose upgrades you're viewing would be nice as well
- Gameplay-wise: The active clicking of planets and idle nature of stars without really anything to connect the 2 makes for a very odd contrast and disconnected feeling, which could be improved
I really wanted to like it after seeing peoples' comments but if I'm being honest, it does feel a bit like watching progress bars with interaction. Maybe the game just isn't my style of playing, so don't really take this too harshly, many other people enjoyed it. Regardless here's a bit of feedback I'd like to give:
- Search is oddly manual before auto-search and I would have preferred if it were continuous as other people have pointed out, however I do recognise that this makes autosearch much less useful.
- Some of the items have way too long waiting times and you kind of just do nothing, but this also makes the game somewhat idle-able so it has its own benefits.
- The sense of unfolding seems lacking and all I really felt like I was doing was watching progress bars. Progression-wise, this is a game jam game so it could probably be attributable to lack of time. However another thing in my opinion is the lack of indication of progress. You never know when searching matters or it doesn't or when you unlock new items or recipes until they simply randomly show up in your face which is disorienting. I do get this is probably more representative of what would happen in the real world, but even a small "Area searched: x / 1123330" or something would be nice.
- UI is somewhat odd on both collapsed and fullscreen: Obvious reasons for collapsed, but for fullscreen I feel like things are also a bit too spaced out which makes things hard to see.
- The ability to dismantle crafted items if needed, and show what boosts those constituent items provide. Often crafting things is almost a downgrade which I feel is counterintuitive, this could make for a nicer way to plan things.
Theme-wise, it feels like not much was really done and this could be easily applicable to any other game without having been inspired by the theme, maybe some sort of limit to what items you could carry with you to help you with tasks would be interesting?
Fun short little game, but feels oddly slow while still requiring active management at some points (Though I probably shouldn't judge too much given the nature of my own game)
As far as uniqueness goes this is a more unique way of implementing a cap- You can go over it but with a fine, but doesn't really make things too interesting mechanic-wise since actions are slow enough that you almost never want to go above the cap (Or maybe I'm just bad)
Overall not too bad, maybe less content than I expected from my experience with communal cauldron but still fine.
Initial comments:
- Maybe a more explicit "Reset this infinity" button rather than having the big crunch button double as that.
- Clearer indication that removing the first infinity upgrade disables you from getting other upgrades as well.
- Preventing people from buying any more dimensions once they've reached 1 might be a good idea in some cases.
Other than that so far so good, I love the concept of having essentially infinite resources to buy things but allowing for, basically, negative of a currency.
Update: Had some good fun with this but it dwindled out at the end where it eventually got very very idle. Was nice fun figuring out the correct combinations although slightly overwhelming. Overall not a bad game, if the upgrades were very slightly less generic that would probably make it better, they're already a lot nicer than a straight boost though. Some of the upgrades have nerfs which are far too great making them not worth it.