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Ellensiel

28
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2
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A member registered Jun 14, 2020

Recent community posts

I love the "TCG Collect and Sell" game type. Got the first set completed, holos and all. Might want a more reliable way to visually show how many holo cards are missing, since currently the difference between "almost complete" and "fully complete" is a blue card showing a bit more if its neighbor card is missing, unless you study the cardpedia. Additionally, (if backgrounds and stats of some type are on it at some point, you could probably do the "full art"/"alt art") variations for cards, in addition to holo. Also it was unclear how to unlock the second deck, since currently it looked like that was an option due to the question-marks for 4, 5, and 6 seeming to be unused. Also, I deeply appreciate that you took the time to either find or make the card art, since it's become the standard to rely on AI for that. (Nothing personally against it, just appreciate and recognize the effort.)

I'll defer to your judgement since you're the one that can see the code, but I get the feeling it might take programs out of the pool regardless if you buy them or something, because there was a lot I didn't buy due to them not synergizing with my build (can only have one "first" and one "last", so a lot were not bought.)

I lucked into something that gave +500 and +400 if anything had m or n anywhere, then something for x12 and x16 if it's second, got something that did x12 to x if it was 3rd or 6th, and something that multiplied y by a bunch if it was last, so I was getting some ridiculous numbers for sure. At like wave 17 or 18, the shop broke and only ever wanted to sell the same 3 programs.

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Having played through this, I like the premise... but I notice a bit of an issue. There's no point to doing a prestige excluding deep roots and the one achievement. Decay rate is moot unless there's nowhere for new items to spawn (0.25 decay on 30 items gets just as much rot as 1.00 decay on 30 items,) the ones that permanently unlock upgrades come after you've already unlocked those upgrades in the run so you'd have to reset to lose them in the first place, and double nutrients comes after you most likely have cleared out the shop of upgrades.

I enjoyed the premise behind the vertical slice, though I noticed currently you can combine same-level items from either track with ones from the other track.

Seems like the Gofer bag size doesn't actually increase capacity so far.

A "guest" option goes a long way, especially if you're gonna require an email. Best of luck with the game making though~

The current balance of all the upgrades is rather poorly scaled, given the cost per rune per second. I like the core aesthetic, and wish you good luck with developing the game. At current, the upgrades definitely need their pricing tuned, as both the base price and the price scaling are tuned for a game that is left running in the background for days or weeks.

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Having played this pretty far, I noticed multiple milestones are harder than intended or impossible because the progress towards it resets either on loop or on compress. Additionally, tying QoL behind choices kinda removes some of the point of having the other options in the game... both for DM (Which quickly becomes a useless currency) and fragments. 

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Loving the current game formula. Excited to see this as it develops. A minor hindrance is that it seems like the lava charm appears to reset after closing the game. Still requires 6 ore to level, so am unsure if it still gives the buff or not.
Edit: upon closer looking, that's all Utilities that show 0/x, excluding the max health.

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Others may have mentioned it, but currently EXP stops scaling in endless, gear plateaus in endless relatively quickly, enemies damage doesn't scale much past T1, gold prices scale too fast across the board, especially considering that armor penetration seems to have very little, if any, effect currently, and gear tends to sell for magnitudes higher than other gold generation methods, there's no way to manually select which levels you're on, once endless is unlocked, and additionally it resets what wave you're on if you refresh the page, the offensive sidearm lacks both an exotic and celestial form (the shield has one, and the defensive form of the offensive sidearm has one,) as well as the necklace seeming to also lack exotic or celestial forms, the percentage-based defense makes anything except true damage entirely underwhelming, making the celestial weapon feel like a major downgrade to that effect on the exotic, and additionally, the presence of a celestial effect to nullify the first attack means that even if damage were tuned to kill you instantly, once you have it, you can once again progress at least until you stop 1-shotting enemies, possibly further if the death revival effect works how I think it does. As far as the progression goes, some meta-progression might go a far way, even if it's just something like "get a free level of this passive, using currency" or "percentage stat boost."
Generally, it is pretty fun, trying to gather the optimal gear for each slot, so if the prestige lets you keep an artifact, that might go a long way.
Oh, and naturally void gear doesn't exist yet, but I assume that's a teaser for some update.

Now that I know (and reached) the current endgame, it's time to make everything not mandatory. into dump stats.

The efforts trying to find beneficial natures and stats for the various different roles (earning currency versus winning combat) was definitely up there for one of my favorite parts. If stats and nature become easier to understand, I could totally see that feeling like it has more of a pay-off trying for a "better" creature. At current, I imagine a lot of people just go for tiers without minding the stats too much.

While the game was fun, I noticed the natures seemed to be pretty random with offspring. Two creatures with the same nature seem to never produce the same nature offspring.

Ending is not a rewarding payoff. Hopefully updates fix that.

A fun little time-waster, but the UI elements keep slowly drifting upwards over time as I unlock more crafting recipes, so it's hard to know my completion.

Absolutely love the concept and the gameplay loop, although I might suggest once it's further, you add something to mention the requirements for unlocking new things. Additionally, deconstructing stations seems to lag the game considerably after unlocking. (Also the cone's AI seems to break if they hafta navigate between two equally-invalid tiles that require going through a junk pile.)

Tinnitus coming in clutch. Didn't know about the droning noise.

The AI did alright with the framework, but the prestige redeems need some work, given that prestige is supposed to encourage resetting for improved gains, while this one makes that rather discouraged due to the smallness of the boosts. As for a "hater quote" I'm particular to "You should be required to label this as made with AI (to not waste my time.)" Fun game, so keeping an eye on it.

Loving the gameplay loop. *Definitely* keeping an eye on this one. Feedback though, Auto Gear Upgrade priority (it's currently the two cheapest pieces of gear despite that being the worst-case for nearly all gear combos,) is probz gonna be priority 1 to fix, for end-game.

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A fun game to just kinda pass the time to, though currently your high-score is basically 100% gonna involve Rainbow Tile, so get rolling that rng.
Edit: Screenshot of progress

Only the center of a potion generator needs a valid tile, so you can do stuff like this, or even have the potion generators overlap a fair bit.

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Quite timely with the fixes. Saving and reloading fixes most of the game-breaking bugs, although, as-is, the "knowledge" of what is in the drop-pool for mining isn't saved yet. Also as of 1.21 it still seems like spamming the smelting action can get the dice stuck. Clear the queue then re-open the game, if this happens generally. You don't get refunded the ore, but better than the softlock. Edit: It seems either making the sawblade successfully "removes the furnace," or more likely, reloading (presumably after repairing your furnace) fails to keep your furnace. Can interact the millblade with the table, but while it gives the handsaw, it doesn't change into a different interactable form, giving another handsaw every time you "repair" it.

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I absolutely love the concept this game is going with, with the various exploration and crafting mechanics. Definitely excited for when this game gets a save, but until then, the "requires re-opening game" bugs are "game-breaking" bugs. Eagerly await seeing how it grows. Edit: Additionally, absolutely love the human voicework. That's a lot of love going into the game.

I really like the concept of this game. Got softlocked by putting ore into the hub when the timer said 0 seconds and lost all my progress cuz no save mechanic though. Hopefully they can add that eventually.

Remind me not to right-click... it turns on the lights even if they're already on...

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Got to the 39.05M requirement before the placement bug took my control. Fun game
Edit: Make that 39647M. Relying too much on rng means I can't reliably get further however.