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fqwehgtui

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A member registered Nov 04, 2020

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This confused me initially too, took me a minute to understand when I ran into it because I didn't anticipate fractional cent pricing and the symbols did look similar, my brain just accepted it as "money symbol."

Really small thing overall, but I think I would've understood it faster if they'd said "1.56¢" and "$0.13" (the conventional way to place these symbols)

It's all good, just trying to help by reporting and giving details.

It's still happening for me, though the behavior is a lot more consistent now and the game is playable (you can disconnect while the game is running, now). (cleared cache, checked on another browser, checked brand new machines in case it was just existing ones that were weird, still happened)

The buggy behavior I'm seeing is that in the previous version, I think you dragged pipes from "outputs" to "inputs"? And you could see the pipe while you dragged it? But what's happening now is that you can drag INPUTS to OUTPUTS without errors happening, and you can see the pipe when you're dragging from the INPUT, but if you try to drag from the output, as long as you're holding down the mouse button on the output button, it spams errors to console. It still lets you make connections from OUTPUT to INPUT, but no pipe is rendered on-screen (from output to dragging cursor) until the connection is made. Guessing you added "dragging from input" functionality but that broke dragging from output when existing references were modified or something.

Having a lot of fun with it so far, nice job.

update broke something with dragging pipes, it started acting finicky when making or disconnecting pipes and console gets spammed with "Uncaught (in promise) ReferenceError: machine is not defined at Proxy.<anonymous> (index.3089d3b7.js:4:22224)"

(1 edit)

It's happening to me as well when I click "upload save" in the web version in latest Chrome. (have not tried download version)
I don't get the chance to select a save to upload, the game just freezes. Console error:

Unhandled Exception - Uncaught TypeError: Cannot read properties of null (reading 'click') in file https://v6p9d9t4.ssl.hwcdn.net/html/5873165/drillionaire/tph_jsClipboard.js at line 14

I'm a different user, it's happening for me as well but in chrome (windows desktop) (giving a different message though, "null function or function signature mismatch" instead)

Console errors:

ERROR: Condition "(type & 0xFF) >= Variant::VARIANT_MAX" is true. Returned: ERR_INVALID_DATA
onPrintError @ index.js:362

   at: decode_variant (core/io/marshalls.cpp:111) - Condition "(type & 0xFF) >= Variant::VARIANT_MAX" is true. Returned: ERR_INVALID_DATA
onPrintError @ index.js:362

ERROR: Error when trying to encode Variant.
onPrintError @ index.js:362

   at: get_var (core/bind/core_bind.cpp:2214) - Condition "err != OK" is true. Returned: Variant()
onPrintError @ index.js:362

exception thrown: RuntimeError: null function or function signature mismatch,RuntimeError: null function or function signature mismatch
    at wasm://wasm/032ee88e:wasm-function[7152]:0x1e9f15
    at wasm://wasm/032ee88e:wasm-function[2566]:0xa3884
    at wasm://wasm/032ee88e:wasm-function[21635]:0x6dc53b
    at wasm://wasm/032ee88e:wasm-function[7123]:0x1e92dd
    at wasm://wasm/032ee88e:wasm-function[7152]:0x1e9de3
    at wasm://wasm/032ee88e:wasm-function[2566]:0xa389a
    at wasm://wasm/032ee88e:wasm-function[11003]:0x33cbd2
    at wasm://wasm/032ee88e:wasm-function[21633]:0x6dc486
    at wasm://wasm/032ee88e:wasm-function[13153]:0x3d46d5
    at wasm://wasm/032ee88e:wasm-function[1444]:0x5f16a
onPrintError @ index.js:362

null function or function signature mismatch
displayFailureNotice @ index.html:215

(1 edit)

I am glad that you found my feedback useful. I think you're an excellent developer, and I think the core digging mechanic you have in this game is fun. You seem like you have good design instincts, both for game systems and art + UI, but it's hard for me to tell how much experience someone has sometimes. I have written some advice below that is related to balancing games as a solo developer (not related to this game specifically), in case you're in a place that you might find it useful as well. You might have considered all this already or have your own strategies that work out, if you have just ignore this of course, it's just my perspective on an approach that I find works for me.

Balance is one of the most difficult parts of game development to get right, I think largely because of how time consuming it can be to test things and make iterative improvements, and because of the huge number of different ways you can approach a balance problem. Not to mention that many different approaches to a game can exist, the more complex the systems are. Even games with massive budgets and teams of playtesters and developers (almost all games really) have balance problems on release (sometimes massive glaring ones). Never feel bad about your game having a balance issue you missed, when teams of veterans can't do it either.

I think a valuable thing to do for a solo dev, is to periodically playtest your game from start to finish. Maybe you already are, but I think most solo developers very understandably struggle to find the time for that, and limit their testing to just ensuring that game mechanics work, skipping through gameplay segments with modified saves or resource costs to do targeted feature testing.

Doing a full run of your game periodically helps you spot balance issues and can provide some insight into how to approach them. It gives you a feel of how valuable certain items are over others, where resource crunches can occur, if any upgrades are overpriced or undervalued, if some things are unlocked too soon or too late, things you'd miss when only testing things in isolation. 

For some games, depending on the design, it can be harder for a solo developer to test if there's a lot of variables but a "best strategy" that has good balance (but other approaches with poor balance), because it is difficult to pretend to ignore that the "best strategy" path exists for example. For this reason, and because outside feedback is important in general, I think it's be good to ask a few friends and colleagues if they'd be willing to act as game testers every once in a while. It's good to get fresh eyes untainted by playing previous versions as well, so I think it's good to make a mental note of "scheduling" some of your testers to only test later versions. (so that a beta release playtester isn't "tainted" by experience and knowledge from playing the alpha release)

(don't feel pressured to reply to this promptly, or to spend too much time on a reply)

(2 edits)

It's been a while, I took some time to play the game again starting fresh.

You've improved the game a lot since I last played it, a lot of the rough edges are gone and it's a lot more polished now with ui/controls/overall experience. The core of the game still feels very fun.

I did not play it through to the end this time yet, just to day 63 right now. I haven't used the auction on this run yet due to the cost of entry (though I've unlocked it), but I have paid the $1000 to unlock the garden to explore that game mechanic.

From what I've experienced so far (in my subjective opinion) the game appears to still have the same balance/pacing issues I pointed out a few months ago. I have felt like I'm impoverished for the majority of the run... I'm just scraping by trying to save up enough to do research, and buying more drill parts feels like potentially a waste of money depending on how good the next ones will be. 

Future researches still aren't visible, so it's hard to difficult to make a plan for how to spend that money or know if low value researches (like drill speed & tank speed by 5%) end up being worth it thanks to the next ones available, or if it'll take a longer time for that to pay off. (see my previous feedback)

The greenhouse was a bit disappointing, I'm not sure what I expected prior to unlocking but after I did and played around with it to see how it worked and the value I could get out of it right away, I regretted buying it as "early" as I did (somewhere after day 55, I forget when). Maybe it gets better as your drill reaches deeper or you unlock more plants, but it really didn't seem worth investing time into right now with how demanding it is on resources and attention needed, and how strict it is with the harvest timing for the bonuses. I felt encouraged to unlock it when I did because of how many seed resources I had accumulated, and the fact that many of the initially-unlocked craftable items were garden-related, as if the game was telling me that mechanic was a big aspect to the early game. I think I would just get rid of the $1000 entry cost entirely, I don't understand why it has that and everything else is based on days passed.

I thought about it for a while, and I think the reason why I feel like the pacing is so slow, when I could just go on a bunch of runs all in a row since it's not like there's a cost to drilling other than your day counter ticking up, is that "time passes" whenever you drill. Whenever a day passes, contracts tick down and new ones come in, the recycling gets refreshed, the garden grows... I have new resources to sort through from the previous drill run, that I can immediately make use of to smelt down, craft, fulfill contracts, sell things, and make small incremental upgrades to my drill or see how far I am off on research.

So I think the imbalance I'm feeling is that the game is encouraging me to spend more time on each "day" (after each drill run), with having so much available to do, and that I feel that the money I make from each individual drill run (in the early game) is too low, making my progress glacial. I don't know how many other people approached the game in the same way that I did, but if you wanted to improve this for my specific experience with it, a way to go about it rebalancing might be... as an example, if the drill speed was slowed down by 50%, so each individual run took twice as long, but the value of items was doubled. That would make it so per "day"/individual run, a player gets twice as much income potential, but on a per "unit of real time spent" basis (time spent drilling), the rate of income is unchanged. There are other things you could tweak, but that's an example of an approach you could use to rebalance.

Another idea could be to add a time of day system, like morning midday and evening, and have each drill run you do move time forward 1 step instead of jumping to the next day. That way, you're encouraged to only do "between-drill-run chores" once every 3rd run, before the day progresses forward. (So I'd end up getting triple the resources per game day that passes, by going on 3 runs, without needing to tweak the sell prices)

One other note, I see references in the achievements and statistics to a reincarnation feature (and the achievement is labeled "Fresh Start"). I have obviously not found a drillioncoin or gotten to this feature yet but seeing that exists, while experiencing the slow pacing that I am, was almost enough to put me off the game entirely when I saw it. Rebirth features can be implemented well, but it is difficult to have faith in that when the base game has this sort of balancing.

Here are some of my current statistics at day 63:

Maximum depth: 1478 M
Rocks broken: 139
Item collected: 1171
ore collected: 773
gem collected: 6
relic collected: 9
bonus collected: 50
item forged: 62
item crafted: 77
item selled: 244
money from market: $2251
money from contract: $1685
gems cutted: 2
gems broken: 1
item donated: 11
research completed: 3
item recycled: 124
seed planted: 5

and here is my current save file, if you want it:
https://pastebin.com/AH8BxKMX

Overall a very solid game still and you're one of my favorite developers on itch, and in spite of the pacing issues I do find myself coming back to the game to push a little further, I just wish it was faster because I feel like I've made no progress by day 63. (only 3 researches, only just unlocked garden, barely feel like I've pushed deeper underground, barely any gems cut, haven't touched auction, and my drill isn't really much different or more interesting than it was when I started on day 1)

edit:
another balance and progression thought. even though I haven't done the auction yet since I started playing again, I'm assuming that it's still a lucrative thing to do. But right now I feel deterred from trying, because of the low value items I've have access to (amethyst, clay & iron treasures) and the cost of entry being $400. In the help section, I can see pictures of auctions that go for less than $400, and because it says items value goes down the more you auction them, It feels like I just shouldn't do it yet. (also I think you should check to see if the help section is accurate for that, I think it also said the price of entry is $200 when it's really $400). 

I think you should get rid of the cost of entry, and change it to a % based commission fee that the auction takes from every successful auction. Or even a flat fee plus a percentage, just only charge it if the auction is successful and take it out of the winning bid. That would get rid of the barrier to entry, and make me a lot more interested in doing the auction when I unlock it instead of much much later, and having upgrades that reduce the commission fee is a lot more appealing than stuff that reduces a door cost.

worked, thanks

(2 edits)

Looks like one of the updates since I last played broke the game for me, my energy bar appears to be totally empty and all screens show "low energy" (even tasks that don't cost energy have that text & their buttons are disabled, so I can't gather berries or fish to get my energy back up)

maybe make it so tasks that don't cost energy don't check your energy meter? maybe my energy on my save went less than 0 somehow, idk

That's how I thought you'd do the speed boost equation and I agree the logic makes sense.

The issue I'm pointing out is the scaling you're using for the things contributing to "total_speed_boost", vs how they're displayed in the game.

For example, MINING SPEED POTION's boost is displayed as "+275%" in game. I'm guessing that the value stored for that effect is "2.75", but in your equation you're using "10" to represent "100%". That means "2.75" is actually contributing "+27.5%" relative to 10, instead of "275%", which gives the value the results I'm seeing in-game for mining iron ore:

completion_time *= 10 / (10 + total_speed_boost)
completion_time = 5 seconds
total_speed_boost = 2.75
5 seconds * 10 / (10 + 2.75) = 3.9216 seconds

(and 3.9216/5 = 1.275, or "127.5%")

So either the effects in-game aren't showing properly (gold cooking pot should show +20% instead of +200%), or you need to adjust your equation or the values (probably just by changing the "10"s in the equation to "1"s)

Added note: I didn't get far enough to be able to check if these were giving their items properly or how the items worked:  red and gold mining locations,  mythril bar smelting, great woods, cotton, level 50 gathering, last 2 potions, last 2 enemies. Might want to double check to make sure they give items, as well.

If you can't fix everything quickly, don't beat yourself up about it! 

I'm glad you found it helpful.

I found a couple more bugs in the current build, so I'm reporting them here. I'm writing this in the itch.io inbox reply screen, I don't know how readable the list formatting will be  when seen on the comments page but it should be readable in the inbox.

  1. DISPLAY ERRORS:
    • Cotton Robe is named "COTTOBN ROBE" in crafting list
    • Aside from LOCKPICK, items in the shop location are in "Title Case" instead of "UPPERCASE" like all other locations
  2. MYTHRIL ORE NOT WORKING:
    • no items are obtained when mining for MYTHRIL ORE (but skill EXP is given) (tested both pickaxes)
  3. BUGGY "IDLE" BUTTON:
    • STEPS:
      • unequip proper tool (like AXE)
      • go to a location (like OAK WOOD)
      • click "IDLE" to turn IDLE on (it turns on, but doesn't start (no AXE))
      • then, equip the proper tool (AXE)
    • RESULT:
      • IDLE will not start working even though the proper tool is equipped, until IDLE is toggled off and on again
  4. STACK ITEMS GET OVER-DELETED:
    • STEPS:
      • have two stacks of any item (like two stacks of 25 RED BERRIES) (stacks do not have to be next to each other)
      • click the second stack, and hold down DROP (not CONSUME) until the stack is destroyed
    • RESULT:
      • the second stack will be destroyed properly, but in addition 1 item will be destroyed from the first stack you weren't touching
      • (you had 25 + 25 RED BERRIES, and after dropping the second stack you now have one stack of 24 RED BERRIES)
  5. ISSUE WITH ALL SPEED BOOSTS:
    • I tested some more with a stopwatch and think I realized the problem, I think speed boosts (all of them) are an order of magnitude less powerful than they claim (20% instead of 200%, 2.5% instead of 25%)
    • BEGINNER'S HAMMER:
      • Clocked time to craft 20 LOCKPICKS:
        • 60.08 seconds (no equips)
        • 58.71 seconds (with BEGINNER'S HAMMER)
      • that's (60.08/58.71) = 102.33% faster (human error with stopwatch)
      • most likely 102.5% speed (game is adding +2.5% instead of +25%)
    • MINING HASTE POTION:
      • Clocked time to mine 1 IRON ORE:
        • 5 seconds each (no equips)
        • 3.9 seconds each (with MINING HASTE POTION)
      • that's (5/3.9) = 128.21% faster (human error with stopwatch)
      • most likely 127.5% speed (game is adding +27.5% instead of +275%)
  6. EQUIPPING MULTIPLE POTIONS:
    • Multiple potions of the same type can be equipped at the same time. I think this might be ok because its kind of self limited by the inventory space limit (which I like), but might not be your design intent and I can see this breaking with mining potion especially, so I wanted to point it out. Since right now, MYTHRIL ORE takes 10 seconds to mine without potions, but with 10 potions (making it actually add +275% (27.5% * 10) to 100% base = 375%) it currently takes 2.66 seconds. If you fix it so it really gives +275%, 10 potions would make it be 2850% speed and take 0.35 seconds.

Once again, nice work on the game!

(1 edit)

This game has a lot of promise, but it's not very playable in its current state with the current balance. I played it a lot anyway to test it, and there's a lot I like about it, and I clearly see enough potential here that I put the time in to play it and write you this feedback, so I hope you don't feel overwhelmed or like this is a negative review. (it isn't)

Unlocking things and figuring out what to do is nice. The visuals are clean and aside from some early alpha hiccups I can see where you're going with it and it seems like you have a good handle on UX/UI.

Feedback:

- I wish the bottom menu had a dedicated "close currently open menu/go back to current area" screen. When I have "map" or inventory open and I want to close it I always clumsily click the one that isn't open and fumble it a few times. idk, I get why but it feels weird anyway to have backpack open and then click backpack again to close it. It'd make more sense visually if there was a (very fast) animation and the map/backpack slid up from the bottom of the screen, and the map button turned into a red "close this" button when map is open or something.

- when you have an item details open (like a food), if the inventory gets rearranged like from an item breaking, the item you have open changes (because you have that "slot" open, not that item). this is really really annoying because if you are clicking CONSUME and then the inventory rearranges, suddenly the DROP button is there for the next item if its not a consumable, and you often end up dropping items you dont want to.

- Similarly when berries are in the middle of your inventory and you're holding down consume to consume multiple stacks, your button keeps getting held down when you run out of berries. When you're out of the item, it should kick you back out of the "item details".

- iron dagger sprite doesn't show up in inventory (you get the item, but it's blank)

- I can't buy gold cooking pot, even though I have over 1000 gold coins (the other buy screens show GOLD COINS: 1075 (PRICE), but gold cooking pot screen shows GOLD COINS: 0 (1000)) (I hope it's more interesting than just a cooking pot with more uses on it, since I still haven't even half broken the first pot I got after cooking a couple hundred fish)

- thieving isn't balanced good, for gold its best to just keep stealing from villager. check your math on how long it takes to steal from each (3s, 6s, 10s) and how much average gold you're expecting to get (treating failures, daggers, and bread as 0 gold), and how much that ends up being "per second" (not just "per steal")

- the game really needs autoequip functions to make it less tedious. if I have 10 pickaxes of the same type and I'm idle mining and one breaks, it should automatically equip the next pickaxe that's the exact same type. it's okay if it doesn't automatically equip a stone pickaxe if I was using iron.

- autoconsume would be nice too, but instead of that just a quick eat button visible on the main screen that you can assign a food to would be nice so you dont have to keep switching to your inventory. And I think the green potion is meant to help with this (and if you can autoequip the next green potion when it breaks like I said above, that would go a long way towards helping this)

- grinding out stone for stone skin potion to get from level 0 to 2 for the next potion was pretty tedious, gathering picks in the early game from chests and with gold

- I was catching stonefish for mining potion but I only had 1 slot left in backpack when I started, and it was confusing why stonefish didn't stack. same thing happened when I was getting bones. item info screen should show max stack size maybe (also why don't stonefish stack? fish stack, stone stacks, was confusing)

- I can't craft the second fishing rod and it says "OAK WOODS: 0 (1)", is it labeled the wrong wood type and it actually requires the 2nd wood type?

- to unlock cotton am I really supposed to just leave it sitting there picking red berries for a long time? I've already unlocked fishing and cooking, and cooked sardines are better for item stacks and for value, and Ive already left gathering sitting there for a while but its only level 16

- some of the unlocks are very time consuming... how much wood do I have to chop to reach 25 woodcutting? And the rate a which you reach them doesn't match up for all of them sometimes. I still haven't unlocked the blue ore yet, but I'm close. My current stats are:

Fighting: 14/99

Fishing: 19/99

Cooking: 9/99

Mining: 23/99 <-- 2 levels away from blue ore

Woodcutting: 8/99 <-- 17 levels away from 2nd wood

Crafting: 11/99 <-- 14 levels away from blue pick

Gathering: 16/99 <-- 9 levels away from cotton (robe recipe already unlocked)

Alchemy: 3/99

Smelting: 14/99 <-- 11 levels away from blue smelting

Market: 7/99

Thieving: 35/99

Lockpicking: 7/99

While playing I've also had fang necklaces equipped as often as possible, stockpiling batches snake fangs for when they break, even though I barely notice the 5% exp boost (I still haven't checked if it even works)

- it's not clear what certain bonuses do or if they even work. you should show the exp numbers somewhere (how much you get from tasks, and how much you have + how much is left) Does "+25% crafting" mean you get 25% more crafting EXP, or that crafting happens 25% faster, or that the items are 25% better? I had to screenshot the exp bar and do comparisons and use a stop watch to figure it out, and it seems like it has no effect on EXP, and it speeds up crafting. But it doesn't speed it up by 25%. Because crafting 10 wooden shields without beginner hammer took me 30 seconds (I used a split timer, and with a little margin of error since I'm human it showed 3 seconds per craft), and crafting 10 with the hammer took 29 seconds (split timer showed 2.9 seconds per craft). 0.1 isn't 25% of 3. 

- I didn't directly measure the mining speed potion but it DEFINITELY didn't feel like it was speeding it up as much as it said it was, didn't feel sped up at all.

- As you level up skills I expected you'd get better at that skill and do it faster. Like pick berries faster at level 10 than at level 0. Fail less often when stealing at level 20 than level 10. Maybe even make better potions at higher level. But none of this happens it looks like it's just an unlock meter.

- Similarly I thought the iron pick might be faster than the basic one, but it was just more uses. That's okay, it's nice that I'm able to craft them, but hopefully at least the blue pick makes you mine faster.

- status screen should show all your stats (like defense and any exp bonuses or skill speeds), but you probably have that planned

I hope you found this useful and good luck with your game.

you're saying this arachnid that you've already met is a known bug?

I ran into that crash twice too when killing a meat-thrower with a parry when they were mid-throw, the sound kept going and it sounded like the game was still "running," but the rendering froze

(4 edits)

Im glad you found it helpful :)

i had one other suggestion that's more "feature suggestion" than feedback and i avoid those, but i was still thinking about it so ill mention it. something that might help with a lot of stuff related to "miner upgrades" could be do like you did on your "simpler space" game, and separate into more categories of miner blocks, to encourage designing a ship (like cargo block, magnet block, armor block, insulation block...)

more categories would make your "cost scaling" harder to balance (i think right now it individually scales price per-category for each of the 3 categories?) but maybe it would work if you remove cost scaling completely and instead make each part have a weight stat and make the total ship weight affect fuel consumption, because its heavier? something like that? so theres still a cost penalty for having too much (need a lot more or better fuel storage and ship works less efficient) but it doesn't punish as bad for experimenting

it was fun playing around with designing different ships in simpler space and trying different strategies even just for fun (mine laying builds were fun). in this game at the very end after I had everything unlocked and a ton of money I started to experience the same thing, the bottleneck started to be coal because I couldn't smelt things fast enough so I got to think about which parts would be best to get the most coal as fast as possible on a run

heres the final ship i ended up with (after breaking bank selling things for 51x value from the bug) https://imgur.com/a/odtDxVo



EDIT: for sells price bug, i think you set it right? maybe?? not a spreadsheet balance thing, something in the code... on sell button, "topaz gem" shows $1,000, and "rose glasses" shows $1,250, and when I check your code the function where you set item values it matches there (i see they say 1000 and 1250)

problem is when you actually click sell, jewelry items (glasses, earrings, rings, necklaces) make your money go up by 51x the listed value instead (but it only multiplies the jewelry, topaz still only gives you 1000) i have all the researches and full museum, idk if that matters

the game auto saves

you can confirm that your savegame exists by opening a second copy of the game in another tab. it should load your previous progress

dev needs to fix that so people cant hard lock progress (maybe make Lv 1 part free if theres none of that part placed) (right now the hard reset button is broken too)

you can still play though I think

if you open the drill mechanic, at the top of the window it says MECHANIC and an arrow ">" and three underscores _ _ _

you have 3 garages for miner machines, that arrow ">" lets you switch between them. the other two machines should have the body still there

very promising game as always, great ui and art and gameplay

theres a bug right now for me, where the 25% total sell price boost is shown properly on the sell window, but I only get the original price paid to me.

Theres another sell price bug too thats probably worse, where crafted glasses and jewelry gets sold for 51x the base value... so I'm getting $62,500 instead of $1,250 for 1 rose glasses, and $397,800 instead of $7,800 for 1 antanium-diamond necklace. at least it gave me a lot of money to try fun miners that went so fast it looked like they broke the game after I finished everything lol

I unlocked everything and i think right now the balance needs a lot of work.

Im leaving a lot of feedback about it because I this game, I like all your games a lot. even though im only listing things I think could use fixing and that maybe looks negative, dont take it the wrong way i think its great, and im sure this will turn out great without feedback im just pretending im a playtester

heres a lot of my opinions and feedback

- I wish there was a button to toggle the engines on and off when mining or to slow down... going super fast is fun to get down to the depth that stuff I want at the time starts appearing, but still going that fast when I get there i started just waving my mouse around randomly or leaving it to go completely straight because I couldnt aim for anything specific from going too fast

- right now the progression from 0 to 100 has an abrupt swtich, it goes like... 0%... 3%... 6%... 10%... 12%... suddenly 80%... 100%. once you figure out the auction and your miner gets to a certain point, the game switches from barely affording things to a huge influx of funds and easily unlocking something after every drill for artifacts until you're done. the early game could go a little bit faster, and the late game could get slowed down? idk how youd do that though

- I never really had time to enjoy the "building your miner" aspect of the game until I had already finished it and had a lot of money, because I was selling parts to recover costs and avoid the part price inflation, and you don't spend enough time at different part tiers to really get a miner going before upgrading everything again. (also itd be nice to be able to rearrange the miner parts dragging them) my miner never had more than 5 parts on it until near the very end

- need to be able to see what the future upgrades are + how much they cost before we get there, when I played I opened extra browser tabs of the game to use my limited money to see further ahead so I could plan better (extra tabs so that i could check that but then close them, and save with original tab). same for drill parts, with how prices scale its hard to know if I should sell multiple things to afford the next one up instead and if itll be better or worse. 

 - was confusing that alloy smelting was a separate upgrade from alloy crafting, especially since I couldn't see future upgrades and didn't know smelting was an upgrade.

- it took me a while to realize you could horizontally scroll with mouse wheel on the menus, ui not clear. scrollbars would help a lot. also took a while to realize that the top of the drill menu lets you switch between 3 drills.

- in late game especially, need a way to set the autosmelter and autocoal employees to only stock and fuel specific furnaces (to block autosmelters from using ores that I want for alloy crafting, and make coal get spent only on specific ores I want to go faster instead of wasting on all

- im sure you have this planned but itd be nice to see the miners total current stats instead of having to count up the inventory space and health and armor from all the different piece

- the gem game was challenging, sometimes frustrating (the good kind), because i think the timings change each time so you cant get into a "rhythm" of when to hit the points even though my instinct is to find the rhythm. I liked that, it very like it would be felt hard to get good at it. Itd be nice if broken gems gave "gem dust" or something though that had a small sell price so losing gems felt less bad.

- some of the upgrade prices feel off, especially the ones in the $ category... Negotiate 1 costs $1000 and increases sell price by 5%. In order to get your money back on that investment, you have to sell $20,000 worth of goods and in the early game thats a lot. ($20k * 1.05 = $21k, at that point the investment is repaid and profit starts) same thing for discount ticket, $2000 for $50 off means 40 auctions before you turn a profit on taking that research

- lot of small things arent clear how they work (idk what reputation does besides unlock auction, I dont know what the reserve tank stat does compared to regular tank, I dont know how battery works or "recharging without moving", I dont think ive seen kamikaze do anything, it should say what the difference between pipe bomb and dynamite and claymore are, it doesnt tell you you get multiple items when you perform a craft (like crafting x1 filer gives 2), doesnt explain how to use items, stuff like that)

- the second time I tried the auction house I understood it, but i dont remember why but the first time i tried I didnt understand at all and wasted $400 for the ticket since it sold for way less than that. I mightve even just tried clicking the gavel first thing and sold for the base price, i dont remember. since theres a cost to learning how to play it (and $400 is a lot until youve played the auction at least once, since most money from auction) I think this part of the game could use a little more guidance for what to do somehow, even though a lot of the rest of the game overall is clear without instructions or tutorials

that ended up being a lot more than i planned to write sorry lol

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I find IndexedDB much more cumbersome to work with than LocalStorage, but for itch.io that's a "safer" place to save user data, with lower risk of key conflicts with other games (though the way you handled saving with a unique identifier here works fine of course) and gigabytes of shared storage instead of apparently megabytes


A much simpler solution would be to try/catch when saving to localStorage, and replace "game saved" notification with a "failed to save, check console for error", but "fixing" it at all is probably unnecessary, I don't know how much of an edge case "hitting max localstorage" is for people that play web games on itch

edit:
sorry, was curious so I investigated further, you can ignore this but thought I'd share if anyone was interested

tested a bit, and the total combined LocalStorage size, on both Firefox and Chrome, is 5 MB (can be a single entry that's 5 MB, or many smaller entries with some overhead for keys)

right now my "IGJsummer-IGJ2021-Scarletmap" string is 565,581 characters (566kb), using over 10% of the total combined LocalStorage that all itch.io games have to share. So it might be less of an edge case than I thought. I iterated over my LocalStorage to see what the biggest individual entries were. This is after I deleted a bunch of random entries to make room for yours (%s expressed as % of current total, not of max), but some stats:

  • Total # of LocalStorage entries: 539
  • Total combined charcount: 4,459,088
  • 81% of that was taken up by the top 12 biggest alone:
    • 1st: castle-builders (21.1% / 943k characters)
    • 2nd: IGJsummer-IGJ2021-Scarletmap (12.7% / 566k)
    • 3rd: json eventlog from an unknown game (storage key is just a UUID) (12.2% / 545k)
    • 4th-12th: a tie: various B64_SRAM_<gamename> entries (like B64_SRAM_YURIVANIA) from games made in gbstudio (3.92% / 175k each) (35.3% all 9 combined)

the real answer is itch.io needs to figure out their subdomains and sandbox each game creator's web games, somehow

 (still enjoying playing btw, about to get to 3rd building)

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tl;dr it's not you it's me, but explaining anyway since also it's kind of itch.io:

It was still happening for me, but I noticed it was working fine when I tried another browser, and it turned out to be that since Itch.io embedded games all share the same subdomain and browser storage, saving your mapData to localStorage is what pushed it over the edge for me: "Uncaught DOMException: Failed to execute 'setItem' on 'Storage': Setting the value of 'IGJsummer-IGJ2021-Scarletmap' exceeded the quota. " resulting in only the player data entry getting saved (deleting a handful of random LocalStorage entries from other games on the subdomain resolved the issue and made saving in your game function normally)

I thought this wouldn't be an issue since that itch.io subdomain is nowhere near the storage quota on the developer tools application storage tab for me, but now that I look closer I see localStorage isn't listed under that umbrella. Searching around it looks like localStorage probably has a much smaller hard cap but there were a lot of outdated search results and I lost interest and didn't find the exact value


0/10 the thieves don't "run out of" the store they clearly walk

nice game from what I played so far, for actual critique I feel like there's a slight mismatch between 1) feeling like I need to be playing actively to snipe good deals and gulag thieves since I've got a high markup, and 2) the comparatively very slow rate of Idea research progression. I think I might enjoy it a bit more if I could pay to speed up a research, or if on the flip side the game lent itself more to a less intensive "set it and forget it" store management kind of balance. I don't know how much more "new mechanic" content there is past production roles. But the game is definitely fun as it is.

Like other games of yours I've played, this felt well balanced. Some of the ways the mechanics and numbers interact were a little confusing and unintuitive at first (like the relationship between weapons/ranks/troops and what the actual value of a new level of each is/how it impacts things), but not too complicated to work out. (but I didn't play long enough to be able to understand recon mode at all, or exactly how the bar under the enemy portrait functions since I didn't see it filled up past 15% or so, though I could guess)

I enjoyed the level of decision making required, small increments of minmaxing for hitting the next highest wave, and fiddling with the energy and metal sections before idling a bit.  Good rate of progress, good balance, nice unlock frequency. 

This might just be my experience, but when I unlocked the prestige feature my heart sank a bit and that's where I've stopped playing. I didn't realize a "full reset prestige" system would be here, and glancing at the first 1.5 columns of prestige upgrades, their costs, and how much I can prestige for, I don't feel interested in replaying it multiple times even if there's actual new gameplay deeper in. (I played up to highest wave 77 and can prestige for 28 points but haven't prestiged)

Run-of-the-mill prestige angst aside, I did enjoy what I played a lot, and for me this is easily the most complete and well-paced game of this jam.

Nice work on the interface overall

I clicked around aimlessly trying to figure things out and unlocked a couple more nodes after I tried "developing" a bunch of times (I think... or maybe after sleeping) since that sounded like the most "progress-y" thing to try to do

after that I clicked around a little bit more and ended up closing it, because even though I was clearly doing "something" not understanding what that "something" was at all, and not understanding what I was "supposed to do" or what the end goal was, prevented me from getting engaged. (this is more a personal failing because I have the attention span of a fly, but I guess that's why I play incremental games so I'll leave this experience feedback anyway)

like you said it's not important, but while I'm here: about the similar game existing part, I was also sure I had played something very similar before and saw that it's linked in the credits page in the game as being the inspiration: https://yhvr.itch.io/cleansed 

seems like it's an "inspired by"/"spiritual successor" thing and I appreciate it, I liked the original and I liked where this one was going in general (I checked the source of each from curiosity and they're two completely different engines and implementations)

I enjoyed playing this overall, but have two feedbacks about how I played it

1) having the tank storages only visible on their own tab felt cumbersome, so one of the first things I did was force the tab0 element to always display and modify its render function to update no matter what tab was active (this made the tank storages pinned to the top no matter what tab I was on) and I feel like that improved the experience a lot for me. Part of what made it feel extra cumbersome in this game is that water, your first currency, constantly goes down, so a few times I clicked the upgrade tab and saw myself become unable to afford something in real time for not switching tabs fast enough

2) like in most games with a "you can click to make it go up" feature, I felt obliged to use an autoclick/autofire on my mouse (or hold down the enter key) instead of manually click. because of the variance in how people approach clicker mechanics like this its hard to know how close my experience with the game balance was to what you intended

at time of posting, current version breaks when reloading the page. it seems like the save file loads, but then it loads the default map on top of it and my character is stuck in a wall and I'm still gaining resources from invisible machines

good game

bug right now 1 second after building repair depot crashes black screen with console error "unable to convert undefined to a number"

also cant tell how to missions, i keep saving 1 ally ship over and over on one place and other places tell me do more missions

He did just copy it

he did it with this other pico-8 game too: https://loneknightgames.itch.io/everest is a clone of https://mattmakesgames.itch.io/celesteclassic but at least he said it in the description of that one.

its worth pointing out that pico-8 games are open source. if you go to a game's post on the pico-8 forums, underneath the web player is a button for "code". if you click that you can see the source code for the game: https://www.lexaloffle.com/bbs/?tid=31538 here it is for "GET OUT"

it looks like this guy took the pico-8 lua code and converted it to unity code. That's more complicated than just copy pasting, but it's still taking someone else's hard work. Feels scummy that LoneKnightGames doesn't mention any of this or credit anyone.