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E5Burrito

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A member registered May 06, 2021 · View creator page →

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A Legacy style TTRPG is a fun concept - I know, I've got piles of printer compatible sticker sheets and lotto ticket style scratch offs waiting for my own project along those lines!

I enjoyed reading over this. A lot of the "Legacy" schtick is about intentionally placed voids in the campaign setting and mechanics, which has the fascinating twist of formalizing who gets to settle those bits of undeclared worldbuilding. It also lends to a paced escalation, not only of player/character knowledge but of the threat level of the world. Interesting stuff!

Having not played it yet (I'm a year into running a Dracula Dossier campaign that's showing no signs of slowing down) it seems like this would be well suited for a group with a GM who likes to doodle and think about factions and game politics without an excess of specific scenario planning, and Players who don't mind losing characters and making up world changing factoids on the fly. It seems like it would really reward repeated play, something in the 12 to 18 session range probably, because of how it's structured to enable callbacks that Players have buy in with.

The mechanics seem quick to pick up, resting somewhere between Black Hack and Apocalypse World. The introductory scenario is almost ready for immediate use, it probably wouldn't take more than twenty minutes to think up enough details and derails to make up one or more sessions of play. The biggest impediment to play is the necessity of printing out (and binding) (and bookmarking) the 100+ pages of the manual, which (because of the Legacy elements) can't be used digitally or streamlined. [Edit: But note the reply below]

I'd play it if offered a seat at the table, and I'd run it if a player asked.

(Mild Spoiler : I enjoy the meta-trolling on page 55 re the number of Unearthed Secrets check boxes)

The final bit has much, much better pacing now! Thanks for making the changes.

Hi! Well done, making an engaging game with a solid play cycle. There's room for UI and balancing tweeks, but as a Min Viable Product this is a winner.

Bug report : Unlocked mines don't get restored on reload. That's a ~ 5-10 minute time sync to 50%+ through the list of consecutive mines. It really disincentivizes picking the game back up.

Pacing drops off a cliff when going for the ascension. Even with everything maximized, including prestiges, we're looking at something like 40 minutes of noninteractive waiting to get the points to buy it. I think you're going to lose most people at that point.

Good job with the rebalance!

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Recommended! Good engagement-to-payout ratio for a clicker, allowing attentive or relatively passive play to both be viable options. Solid juice - unlocks change visually depending on level of completion, UI is intuitive and well structured. Multiple viable upgrades and moment to moment elements to focus on, keeping engagement high and allowing for player choice despite the story being on the rails. No bugs. Good music choice, it doesn't get old. ~30 min playtime. 

The puns and lack of bugs suggest AI was limited to some of the images, and those elements were consistent with each other and neither hallucinatory nor attention grabbing. Calling it slop would require the belief that all AI images are intrinsically slop - these are well done. Comments about disliking it's presence seen to be ideological in origin rather than statements on the adequacy of the actual pieces used. I found them roughly par with asset store elements. 

I liked the little Prison Architect style people, the association carried a lot of thematic implications that supported the vibe.

The player gets to a certain population level without taking a single life and either (A - You get murdered for your non-compliance and it's heavily implied that it's too late now, humanity will survive no matter what, or B - a refutation of the Malthusian theming occurs, with Chan forced to acknowledge that more people actually makes the world a better place)

Just checked Google Play today, hoping you'd made it through the gauntlet. Anything we proles can do to help?

I had fun with this, but on my Android phone using the DuckDuckGo browser the third confinement chamber made the containment screen exceed the vertical limits of the screen, locking out time controls and the draggable title. The fourth totally destroyed the UI (as pictured), so that's where I stopped.

Both the second and third artifacts set the agent who just finished to the next-up spot (instead of the end of the roster) during my playthrough. So, when using the automatic shift feature, only two agents ever get used. That can be made to work - SSS level agents manually toggled until they have significant levels in the necessary skill can recover slightly faster than they wear down - but I'm not sure the goal was for the player to have to max out their headquarter upgrades before unlocking the second oddity.

Not on my phone, no. It's already full screen anyway.

The only option for me in the combo tab is to boost my High Card multiplier.

An interesting take on idle poker with great 'juice' whose UI gets a bit crowded after a while. It may be a troll, or a bug, or something explained via Meta fiction if you get further than I did (3x prestige cycles in, full 5 card hand), but the system cheats to prevent any scoring combination of cards. Five hundred draws into a five card hand, and not a single pair or better.

Pacing gets into Idle territory, where it feels like the intent is for the player to just walk away for a while, but it's unknowable if that's because we're locked into the minimal scoring instead of getting payouts based on RNG. 

Crashes in Puma, too. From another comment it looks like Chrome would be the ticket. I'm a bit too privacy minded to allow it on my phone, though, so I'll just have to take a pass. Your game looks fun though, good luck with it!

(The phone itself is a '25 model proporting to have 8gb of ram.)

Insta-crashes Opera and DuckDuckGo browsers on my Android. Sound and interactions load on Firefox, but no UI or images, so I'm just clicking around on a black screen hearing button feedback occasionally.

Tagged as phone browser compatible, but requires a keyboard to move the player character.

It's nice to see pacing that respects the player's time in an incremental. Excellent presentation throughout as well.

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The in-game leaderboard seems a bit off. The #1 spot is. currently at less than a thousand SP, and I'm pulling that amount roughly once a second. It's also a bit odd to have that meta-analysis between the Click This image and all the upgrade options.

On my phone, the display.height exceeds screen.height, I've got material getting cut off at the bottom.

Also, I've maxed out Nap Optimization, and then unlocked extra levels to it. And nothing special has happened. What's the slowly filling "you are at X of Y" bar for?

Very cute ending. I enjoyed how the cutscene acknowledges game mechanics without being campy or painfully meta about it.

Good pacing, mechanics, power curve, art, sound use, thematic consistency... just a great job all around!

Can confirm for Android/DDG, in meta (handle/name) and for quantity selection in the Plan creation sub menu

Good to hear. That makes sense, seems consistent with where I had minor slowdowns in the before times pre de-cluttering update.

I'll dip back in to test things out every so often when I see there's been a new update, but my playthrough is at the point that I'm just twiddling my thumbs until that 3rd prestige layer gets implemented. Ping me if you want anything particular play tested on the phone browser side before then.

Fix confirmed!

Seems fixed!

The largest issue I'm seeing on the phone end is in the Mercs subtab. It's possible to get so many entries that it starts freezing the game for a few seconds. If there are no tasks active, that's a few seconds of delay after each hiring. If tasks are active, it's roughly four seconds after each second of task completion. Full up completions are even longer pauses.

Seems counterintuitive - it's text and variable displays, you should be able to hold a billion of them simultaneously - but it's happening regardless. Maybe something to do with how Godot handles nodes?


In any event, it seems to scale with the number of potential merc hires. Maybe it's worth capping the unhired merc list at 30 entries, subbing out the oldest as new ones become available?

0.25.0 is back again

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EDIT : Comment removed, as Jack Chance fixed the issue entirely.

Suggestion : As it is, it's consequence free to keep cycling mission phase options until you get the option you want. In my current cycle I'm focusing almost exclusively on Technical and Deception, and just respawning options until I get Guard Bypass or Secure Vault. There'd be a sense of risk and decision making if respawning options charged the player's Intel resource again.

The changes to how loot is handled was really well done! I had been ignoring loot for weeks, but it's now another factor I'm having to juggle to keep efficiency up. Is Merchant_2 supposed to be selling a single item of loot?

Feature request : "Declare War" option to automatically run consecutive Intel free territory ops with your gang.

Justification : It's easy, at least with a couple of TP boosts, to quickly get to the point in a cycle where you want to run ~25-40 extremely low risk operations against gangs in preparation to do some community building. That's a lot of clicking around with very little decision making during the process. 

You may be tracking on this, I know accessory mods are new/in development, but two of the three mods are "add tag" and "remove tag". It might just be too subtle for me, but I can't tell what they're doing. I tried miniaturize on an accessory with a tag, but it stayed around. The add tag mod didn't add any tags. Both are eligible for boosting up to higher levels, but the costs don't scale and I didn't notice any changes while leveling them up.


I think Guard Bypass may have an error. As is, there's a Stealth 3 test, followed, if the PC isn't obvious, with a Deception 2 check to blend in. It's punishing not carrying an obvious weapon by making sneaking past guards take roughly twice as long if you're not heavily armed. 


The implication is that being not -obvious should trigger the whistling stroll past security ala Deception instead of the harder sneaking check. A secondary approach, rather than an additional one.


You can see in the screenshot, if you pay careful attention to the spacing, that the optional Deception check is an alternate to the optional Combat check, not to the stealth bit.

Awww, no more -256 noise business suits for me, I guess.

Minor? Trivial? When the gang takes over 100% of the mission pay, and the extra debt would make the player insolvent, the launch button for the mission is disabled. Removing members until there's enough money reactivates the button (so far so good). However, earning the difference in Tasks, fighting or piloting or hacking until the player can afford the extra expense, does NOT reactivate the launch option. 

I'm running my Android phone with the developer options enabled. The filters are standard fare that come with the OS, they're just hidden in a 'secret' sub menu of the phone's settings, under "simulate color space".

It's been a while since I enabled Developer Mode, but I believe the trick is to find the kernel build number in the phone's 'about' menu and press it five times in rapid succession. They hide it behind a button that doesn't look like a button so people don't do it by accident- it'll void warranties, gives you options that will fry the OS, etc.

I played around with some color blindness simulating filters, and Idlepunk still looks amazing in straight up black and white, protoanomoly red/green, and tritanomoly blue/yellow modes of vision. (At least, so far as my software based filters can emulate them.) 

Deuteranomoly, the most common form of red/green colorblindness, is a little rough. The specific green and red most frequently used in the game are almost identical. 

I don't know if that's even a priority, but wanted you to know. I'd include screenshots, but (annoyingly) my screen capture ignores the filter.

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Trivial 2 - Because Secure Territory operation names include the enemy force being acted against, the mid-mission Mission header always reads : "MISSION: Secure Territory: (Enemy A) vs (Enemy A)". Which makes it look like they're fighting themselves. "Meat heads vs meat heads" in the pictured example.

I enjoy the mental picture of a street full of Rob Reiners throwing down with each other, but I don't think that was the intent.


Trivial 3 - Same pic. "Bare hands" replaces melee weapons when outside of melee range, but doesn't get replaced when the player gets to melee range (until after an attack with their weapon? I usually win the fight in one blow, but I think that's what happens). So there's one "swing" of combat where they read as being unarmed but actively attacking with their melee weapon of choice.

I've got a few Trivials, but things are looking pretty solid atm!


Trivial 1 - This tutorial hint "(?)" icon doesn't depopulate after being read, permanently taking up tool page space

With one 'idle' action, my plans are swapping between the first two elements now and skipping everything else.

(I have tutor-everything plans put together for idling once I've got a decent amount of cash or income. I'm only seeing the top two getting actuated in practice though.)

I'm at my most creative when the flu has me, but yeah, code doesn't *get* the quasi transcendent qualities of fever induced productivity

The current iteration on the itch page reads 0.25.0. Features seem consistent with a version regression. (Simplified title, tab contents, etc)

Wrong file selected as the play in browser option on the dashboard entry for the game?

Executing a "plan" loadout, the preset sequences of tasks, now fires off the first task (or first two if there are two idle action slots), but no longer advances to consecutive steps in the plan. It's just repeating the initial task(s).

Test Steps : Build a 3+ step plan loadout. (Ex : Train-Tutor-Medical, Train-Tutor-Scare, Pretend to be HR.) Execute the load out. It should increment between tasks whose preconditions exist (enough money, task available, etc) but is instead running the first item (Train Tutor Medical in the example) over and over.

Thank you. I'm back in.

I left during a 2ndary cycling, at the 'distribute your just earned TP' stage. That's a really particular time to save, maybe something about being in that step conflicted with the name selection process? (I don't know from the coding end, but metaphysically "I" am not an actual person at that step, so there's something symbolically pleasing about the issue occuring right there.)

A quick test in the current version had 16 minutes without the buttons working.