Yup I am aware of it, should be fixed in next update
joffarex
Creator of
Recent community posts
right, so (1) next to level is supposed to signify how many corebreaks you have invested in this skill
3 (+3) is supposed to signify that now per level you get 6 slammers.
so if you have 3(+3) and down below 5/5 (1) that means you get 30 total slammers.
if you invest two, its going to be 3(+6) and 5/5 (2) which gives you 45.
Does this make sense? what would you suggest to more clearly show this info?
Thanks for playing the game!
Currently all the music comes from music archive, and this is specifically album https://freemusicarchive.org/music/holiznacc0/lullabies-for-the-end-of-the-world
So I have not hired any composer and currently, unfortunately I do not plan to
Thanks for playing the game!
1. Can you please elaborate a bit more on this point? You can scroll up or down in a game run to move camera partially. You move all the way only if you click MMB. By any chance are you playing on a trackpad? Asking as i still have to figure out from previous feedbacks trackpad stuff and I have not had access to a laptop yet to test it myself
2. Its a lot, unfortunately profiling this for a web build is almost impossible, at least from what i have yet found out. Its wasm build of love2d. But its WIP in general for to get it better optimized for desktop as well and hopefully that translates into web as well
First of all thanks for playing the demo and giving feedback!
1. corebreak + autoplay - this is an interesting idea, i have not thought about it honestly. i will definitely experiment with this and try to see how it feels.
2. reaching corebreak next run is definitely something i've been wanting to fix. currently trying to playtest the ideas where the mine becomes tougher to break for each time you have reached the core in the planet. will see how it goes
3. anti-pooling - you are correct and some other playtesters have highlighted it as well. most likely it will get cut out or reworked
4. regarding demo cutoff, i do understand that, and maybe i need some more connection to put with the 10 corebreaks needed to "finish" the demo, e.g. when you first get first corebreak, maybe i need to somehow highlight in skill tree that "this is" the goal. I did want to keep other planets as a tease as well, after all this is a vertical slice of a full in-development game
5. regarding side content i understand the need for it, i just wanted to higlhight core loop with this demo. currently i have ideas, such as trading/clouds/cosmic tree/ore events/etc. but all of them are in development and will most likely be part of a bigger demo that will be released in next few months or be part of full game.
Once again, thanks for the feedback! Hope to see you back in the future ^^
Yeah it was highlighted to me down below as well regarding scrolling so QoL is coming for that soon.
Regarding diamonds, the idea I had in mind is that at first its a small grind to unlock next planet, where Diamond is basically common resource. I will be trying to make this be more apperent as well.
I'll have a look in trackpad stuff once I get my hands on a laptop.
Thanks for feedback and wishlist!
Thanks for the feedback!
1. Core idea with the diamonds I had in mind was that yes it is indeed difficult to reach it consistently on first planet, but second planet's unlock requires 15 diamonds and its most common resource is diamonds, so my thought process was that in order to progress further on first planet, you need to unlock second one, to get more diamonds to progress on skill tree.
Maybe this was not properly translated in the game that the second planet would in fact produce plenty of diamonds to keep progressing forwards?
2. I will look into wording for pooling weight skill in the tree so its less confusing, sorry about that!
3. Regarding visual glitch, I am aware of it and have been investigating it, its web-only problem unfortunately only appearing on itch (as when i run the game locally in the browser its not reproducable) so it might take a bit longer to get fixed.
I'd appreciate your thoughts on #1, as it might be something that needs to be reworked / highlighted a bit better. Or I might need to rebalance the skill tree so progressing first planet is doable much quicker (re: making certain skills on the tree cheaper)
It is actually not done by me. It's this album from free musics archive - https://freemusicarchive.org/music/holiznacc0/lullabies-for-the-end-of-the-world
