I really like it, but every time I leave the tab in Chrome the game locks and I lose my progress....
JackDiamond1
Recent community posts
Thanks for that.
Sadly, I've tried and I've built another 5 Keystones at that point, and I'm still getting there with 25.35 seconds left, plus or minus 0.2 seconds, so the Keystone is just not cutting travel time even by 1 second. Even if I throw every rounder I have at it, I don't have enough time to do the next steps, so I'm officially stuck. I suppose I could wipe the save data and go back to the beginning, and see if that makes a difference, but... I've rebuilt my rounders so many times, I'm just... yeah. But thank you for a great game, good luck with the progress, maybe I'll come back to it some time.
If the enemies are appearing faster than you can handle because maybe you have not upgraded in the correct way (or you are slow with the mouse, or not concentrating - and the game can't pause, or whatever) then the only way to slow down the enemies' appearance is to loop less often (since they spawn when you complete a loop) - and the only way to do that is to slow down.
If nothing else, if you upgrade correctly this game is entirely an idle game, not requiring clicking at all once you get your autoclickers going; and if you go the opposite way it's a fast and furious click hell. So... the difference is the upgrades, and the only other thing you can control is the speed you go round the loop.
But lastly, it's just logical - hold down a button one way to speed up, and a button the other way to slow down.
But hey, dev's choice.
Great little game, thank you! 3 points:
1) At the bottom of the screen, 'Hold your leftt mouse button' - 'left' has one 't'.
2) You have lots of ways to speed it up, but none to slow it down (so that you get less enemies added per second, and more time to handle the ones that come up). Yes, you can just not update rotate and walk speed, and not speed up its walk, but still, people might upgrade beyond their abilities and regret it... Holding the key in the opposite direction to travel should slow it down, eg holding D while going left should make it slower.
3) You may want to make sure that the click helpers go in different directions, to different targets, rather than as a group - you could just hold a list of enemies already targeted and ignore those ones (or a list of those not targeted, either way).
Thanks for getting back.
Good to hear re the layoff button, that's a good way of doing it. And of course you must do your game as you wish - I know I do.
Re the bug with the button, I don't think I was holding it down, but if I was then it was only for a very short time. Could it be something that's not so much code as a side effect? For example, is it possible the game was lagging so slow (ie few frames per second) that it was getting the mouse down but not catching the mouse up (or the queueing system was putting it in the wrong order or something), so was thinking it was still held down? I don't know, but I was clicking on and off pretty fast...
Hope that helps.
Love the game. Can I suggest you explain, at the start of the game, that once the ball is full you can re-click to dash?
Also, I love the upgrades and the way they can be dragged, but could you do an alternate display of the upgrades just showing the next one available for each path, to avoid scrolling around looking at what's still left? Or at least a zoom on the upgrades? Or both?
Oh, and there seems to be two 'Combo Bonus 2' boxes, you select one and the other is selected automatically (but it throws off the pricing down that branch)
And I think perhaps a little work on syncing the bat position with the dash direction? My guess is you are using a delta (amount bat moves) to rotate it rather than an absolute (bat position x multiplier = dash direction), so it sometimes gets out of sync.
EDIT: I gotta say, the end game physics goes really funky. I mean, I've got balls going through boxes and the bat (losing a life unfairly); I've got dashes that make the UI and the noise and then do not fire - the ball just drops; I've got weird bounces off blocks and the bat and the tower wall; I've got level resets being missed, or happening late and losing a life (quite often I'm getting BOTH a life lost and a level passed, which should not be possible); and so on. I think in your Update() function (or whatever Godot uses for it) you may need to look not only at where the ball ends up after you add in the time (or the delta, or whatever it's called), but also what it travelled through on the way - in other words, look at the line of travel from start point to end point (rather than just the end point) and see if it intersects something (a box, a bat, a level marker, the tower wall) and where.
Like the game so far, I can feel my soul being gently boiled and destroyed as I play... :)
One bug: Goal of 'Paperwork Marathon' is 1.2M dox, but at the bottom it shows 1M.
One other thing: it gets very slow when you have over a thousand staff, at least on my computer - OK, so I read the comments, discovered that Layoffs were what I needed, in which case, I get that the visual of everyone leaving is cool, but maybe don't hide that button away (I'd put it on the screen with the hiring, and if you still want the animation of people leaving then open up that display when it's clicked), and don't make me play 'click random staff to try to find an intern in my over a thousand staff'!) - instead, perhaps drive players to it at the right time (Boss: "It seems like progress is slowing, you should consider layoffs")..
Another bug: there seems to be a bug where clicking on a button to add staff occasionally gives an extra click (about every 5 clicks I get a 6th)
Hope that helps!
Thanks for answering, you're awesome!
Good to know re End Run, thanks!
Re the timing, my gut says this is more of a bug than an accuracy or timer/clock issue. After all, the other 'Build Keystone' buttons did their job, I can now travel in a few seconds something that was taking 40-60 seconds; this one is not making any difference at all to travel time, it's literally not reducing travel time one bit, and that's not just a clock thing, that's an issue with the travel time reduction code... a timer issue would be a problem of fractions of a second ie milliseconds... this is a problem of 4-5 seconds!
Interesting game. I think it needs a little more hand holding at the start, just a bit - I didn't really figure it out till I read PedroFih's comment below.
Found a likely bug:
When I reach The Orb (options: 'Attempt communication with The Orb' or 'Destroy The Orb') I keep doing 'Build Keystone' and it doesn't make any significant difference to travel time. The last 3 times I've done it I've repeated my exact actions and arrive within much less than 1 second of the last time (when travel is about 48 seconds, so 10% should speed it up by about 4-5 seconds).
Process: start with Beta, Gamma, Delta, Zeta, Zeta, Zeta; put First Formation on Propulsion, then put Beta, Gamma, Delta into Propulsion, so it hits x20.83; then Propulse, Approach the Glow, then (time now 86.93/87.75) Approach The Orb, arrive 25.35/87.75.
Test: after the above, put First Formation on Ether Gathering, then click Build Keystone, then Gather Essence to get a Beta and Gamma, then Begin Again. Build a Delta with the Spinforge (so I don't boost Propulse), then Meditate until Begin Again, then follow the above process again. Propulse still starts at x20.83 (same), start final step at 86.93/87.75 (same), arrive 25.21/87.75 - change is 0.14 seconds, not the 4-5 seconds expected, and that change probably came from Ether Gathering getting polished by Build Keystone, Gather Essence, Meditate etc..
Also: I suggest an 'end run' button for when we've done what we want to get done.