Nope! This is all on me. I'm fitting in pre-release improvements between my classes so things have slowed down on my end quite a bit. But slow doesn't mean no progress - in fact I'm making another patch as we speak to address more mobile issues.
The reason I'm putting such an emphasis on a relatively polished Play Store release is I've seen how fast attention fell off in Itch when I released this web demo version. I'll likely never have more eyes on my game than in the first week or so after its release on a platform. So to retain those players I need to present a reasonably balanced and complete experience. Current roadmap is to finish the third ascension, then do a round of balancing each of the game phases and adding additional content (more mission paths especially), then doing the Google Play release and dropping into maintenance mode with periodic event updates.
After maintenance mode becomes fairly stable (meaning time spent fixing bugs is very low because there just aren't many left) I plan on starting work on another game featuring space exploration and more graphics. I've already started talking to a couple of artists who are interested, but we're still months away from any serious agreements and have only the most bare-bones framework for what the game might be.
Jack Chance
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It was overly active redraws - redrawing every element on the merc page every time credits updated as part of a check for if the player could afford to hire the merc. Limited the redraw to just the buy button and got smarter about how the check was happening (raising credits won't make an affordable merc unaffordable so no need to check sort of thing). A couple other pages had the same issue but weren't hitting the tipping point in elements where the slow down was obvious - yet. Tried to fix everywhere where it was happening as part of the last set of patches.
Hmm, yeah, they shouldn't have levels which means the no_levels flag isn't being honored properly. The tags should only come into play with mission planning (and I'm working on making that more visible in general). The tooltip should also be more descriptive of what tags are being added and removed (electronic and obvious, respectively) too. I'll get this worked up.
The intent is to either have a stealth difficulty 3 with a mandatory combat if there'd been any combat earlier in the mission OR a deception difficulty 2 if the player has no obvious gear, but the indenting definitely suggests what you're saying. Good catch, I'll double check execution vs intent here
This one is borne from my inexperience as a mobile developer. I think I have a fix coming out in 0.39.1 that will enable a virtual keyboard on mobile devices, but in case it doesn't work there's also a random button that uses the same method as the random mercenary names. I'm very interested in hearing back on this one as to whether the virtual keyboard works or not.
Strange. In my local build I'm able to buy the same skill bonus priv multiple times. I'll put some testing around this to figure out if it's an edge case, limited to specific skill bonus type or platform specific. It's fully intended that you be able to buy as many levels in any skill bonus you'd like, though.
There's a bit of randomness involved in the opponent's skills, but after the Meat Heads (first opponent) it shouldn't be possible for skills to hit 1 anymore as of 0.36.3, and if it is then there's probably a bug. I'll dig a bit deeper and make sure everything is working as expected.
EDIT: The changes that make that impossible are in the current build, not 0.36.3 so it's fully possible for the first two enemies to spawn with 1 in a skill and the 3rd could spawn with 2. I'll still be investigating, just in case something was miswired.
Yeah, the current build has a bug where street thugs are being generated for even high end jobs that I've solved in the latest build, but I can't release until I finish making Projects functional without unwinding everything I did there. The fix was incidental to the new project territory system that is coming.
Root cause is street thugs have a max combat skill because I didn't want the world to feel like it just infinitely scaled with you - I wanted players to know that when they got better things that might have been a challenge in the past are now cake walks. But the higher level corporate enemies do scale infinitely because they have the same access to training, gear and cybernetics you do plus the advantage of a patron so they should always feel like a challenge. And there was just a typo in a data file that was making street thugs the default for a bunch of opponents.
Update is scheduled for release either late today (in about 17ish hours) or early tomorrow, and I'd love your feedback on how the balance feels when it comes out.
