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)
fqwehgtui
Recent community posts
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.
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
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)
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.
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
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
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)
- 1st: castle-builders (21.1% / 943k characters)
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)
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
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.