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kevinfu510

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A member registered Jan 29, 2015 · View creator page →

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Thank you for your bug report! I'll be sure to fix the issue. This is the first time I've heard a bug that concerns the Sensor item...

You could try moving the Sensor in-and-out of the Body-grid to see if it fixes itself!

I am truly sorry to hear that you're experiencing performance issues!

Are there any noticeable frame drops while you're doing certain actions?

You could mitigate some of the performance issues by destroying Disposable Biocells; as I've discovered a few days ago that they impact performance drastically!

Again, thanks for the feedback (both here, and in the form you submitted!)

Thank you for taking the time to write down (and even properly format) feedback!

I'm afraid Mirroring and Loadouts are not considered or planned at this moment, however the rest are! look forward to them in the full-game!

Again, thanks for the feedback!

Thank you for your comment!

Noted on the "Item Swapping" problem, I'm currently working on making item management a smoother experience!

I don't want to spoil the story much though, the full game will give players more insight on what's happening, but for now; my lips are sealed!

Thank you for your comment! and yes! the full game has more content

You can automate the "go to location ->  farm ->go to location" gameplay-loop with prestige points later on, for example (which is not available in the demo, due to the prestige being locked)

There will also be tasks, more items/synergies, as well as more story content in the full-game!

Thank you for the comment!

The Demo includes mostly just early-game items, so they might seem inefficient/slow

Mid and end-game items are planned to be overpowered in comparison, look forward to that!

Thank you so much for your detailed comments and lovely praises!

The cables do actually get neatened/visually repaired once you do internal-wiring repairs! the sparks you get stop as well! I'm afraid, due to the limited time I've set myself (to no ones fault, but my own), I have to prioritize meaningful and more impactful features...

As for the tutorial, I try to keep it as minimal as possible, the "RIGHT CLICK TO UPGRADE" popup was added last minute because some players just didn't know how to speed-up progress, I did add a Blue-box with control hints that appear, but I suppose it's very out of the way; so not many people notice it... I'm in the middle of trying to touch up the UI to make it friendlier to players.

Also, thanks for the suggestions! (albeit there's no guarantee whether I'll implement them or not)

Thank you for the comment!

Reactors and Spires are intended to be one of the main ways to gain "prestige" points, which is why they might feel useless in the demo...

The Demo is designed to be played actively, since there is no offline-progress; which is why you might feel OP after leaving the game open for 8 hours. Although, thanks for sharing your thoughts on the balance!

As for the Disposable Biocells, I kinda forgot to add a number% display in the tooltip, will fix that in the full game!

Again, thanks for writing the comment and taking so much of your time to play the game, really appreciate it!

Thank you for your in-depth review, as well as spending so much time playing the demo!

Point #1 and #2 are quirks of the demo, because without the Augment progression (prestige) can hit a brick wall at a certain point, the full game will hopefully have those issues/exploit be resolved!

As for #3, it's not really an issue; as long as you don't accidentally click on "Discard" while you have your important items in the scavenge screen... which has unfortunately happened to some players (lol). I'd say it's intended by me for resourceful players to use the scavenge-screen as a temporary inventory. Which is why there's not really a "Back" button to go back from the scavenge-screen, to prevent exploits.

for #4, it is planned to have an Auto-biocell of sorts that automatically fills itself back up when empty, so look forward to that!

Again, thanks for taking the time to write all this out!

Unfortunate, but a Steam demo is coming soon! Wishlist the game by clicking on the wishlist button in the game description!

Albeit I don't know if the performance would be much better, what are the specs of your computer?

Thank you for your suggestion! I'll look into it!

As answered by 7Bread7, you hold the Biocell in your mouse-pointer, and hover it over a Biotank/storage; and then left-click on it to fill it up!

Apologies for the confusion, If you have any suggestions on an alternative method, do let me know!

Thank you for your comment!

Hopefully the new "Upgrade Mode" UI I plan on implementing will solve this problem of upgrades being "hidden" behind a tooltip and a menu!

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You need two things: a Storage container for biomass; as well as be at a POI with harvestable Biomass!

You move to POIs via the [MAP] tab located next to the [ACTIONS] tab, you have to repair the navigation computer and mobility though!

Thank you for playing! and what a nice setup you have going on!

as for the material cases, yeah; in hind-sight I should have balanced it better...

Thanks for your compliment and feedback!

Performance issues during traveling is a known issue, I'll try to work on and optimize the world-map better for the full release!

Sorry to hear about the crashes, any idea what's causing the crashes? or are they just random crashes?

Thank you for your comment!

Other than revealing the nearby area, they also reward prestige-points, the Demo has the prestige locked; which is why repairing spires might feel not rewarding enough...

And thank you for the compliment/feedback!

Thank you for your feedback, noted on the UI for consumables!

As for why you can only store 1 material type per storage container, it's a matter of game complexity both for the player and for the developer (me). But I'll try to see if it's possible to have storage-containers handle multiple item types at the same time!

Again, thanks for the feedback and compliments!

Thank you for your bug report! (I also received your detailed bug-report in the backend)

Sorry to hear that all your hard work was erased, I'll be sure to check what could have caused this issue!

Thank you for your bug report! I received your in-game, bug-report submission! the form probably bugged due to an unstable connection or similar; I'll double confirm to see if it works just in case! Apologies for the inconvenience!

No worries, your biomass storage was probably full!

I plan on adding a Warning-text that displays what's causing the yellow-indicators in the full-game to try and prevent confusion among players

You have to supply the generators with biofuel via the use of Biocells, an example below! you have to connect the generator to the grid; as well as supply it with fuel with a biocell!

There exists also "Disposable Biocells" that are easier to use because they're only 1x1 in size!

Thank you for your bug report! I'll investigate the biomass-barter issues!

As for the 2x2 batteries, each POIs have their own loot-pools! between version 1.0.2 and 1.1.0 I've altered the loot-pool for POIs to favor spawning more Scrap and Carcasses. 2x2 Batteries have a spawn chance of 3% in Wrecks, and 4% in ruins... 

I apologize if the balance change affected your experience!

Thank you for your feedback, I'll try to come up with quality of life features to help minimize hand-strain in the full-game!

Unfortunately no, The case is similar in the upcoming Steam demo; your save file won't be transferable. I should have added a disclaimer in the demo-window, sorry about that!

There are "Repeater" items that you can find/buy to automate clicking for Active Generators (Pulser and Spinner)! is that what you meant?


And thanks for the compliments on the story! I plan to add more flavour text in the full-game!

Not at the moment, both in the demo or the planned full-release...

I will consider adding Click-and-hold interactions for Active Generators! thank you for your feedback!

Thank you for your feedback, I've recently made Harvesters and Salvagers cheaper to upgrade in response to similar feedback I've received.

A lvl 30 Harvester/Salvager will net you 1 resource a second so it's not a bug, I'll make sure to adjust the balance in the full-release so that Harvesters/Salvagers are worthwhile to have in your arsenal!

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Thank you for the bug report! I have received multiple similar reports of Biotanks suddenly dropping to the negatives, I'll be sure to find the cause and fix it!


EDIT: Bug has been fixed in v1.1.0!

Apologies for the inconvenience, and thank you for the information! I hope you're able to try out the demo on another browser!

(3 edits)

Thank you for your bug-report! I'll try to investigate what causes the resource jump!

By any chance, do you recall what items you have equipped in your body-grid when the metal jumped and dropped?


EDIT: Found and discovered the bug, I will update the web-demo as soon as I can to fix this, as well as other feedback from other players; again, thank you so much for the help!


EDIT-2: fixed the bug, should no longer happen!

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you need a Biomass Cell that acts as storage for the Bio Generator (You connect the Cell to the Generator directly)! thank you for the question, I'll make it clearer/have a tutorial in the full game!

Great game, I can definitely see it doing numbers with more bug-spray; spent 8 minutes playing it and found 2 major soft-locks

in Arena #1, if I do not place anything into the arena; and press "FIGHT" the game soft locks, also a small nitpick: the "FIGHT" button melds with the Gate entrance a bit too much; would love the FIGHT button to be completely solid and identifiable instead of having transparent space in the center!

in Arena #2, when facing the crocodiles; if you place walls and barbarians near the north entrance, there is a possibility the crocodiles (Alligators?) get knocked back into the gate, and get stuck behind the wall (I could see their snouts clipping through though), them being stuck causes a soft-lock (the round doesn't progress)

Again, great game! just needs more bug-spray!

Can't believe you managed to make me experience Escape from Tarkov (extraction shooters in general) through a fishing game! 10/10

This game has a lot of potential, just needs more polish; and maybe a way to handle how to display bottles if the player decides to buy 50 of them

Thanks for the review!

as for the score penalty/number of ratings, it is what it is; I just hope everyone who played it has fun, and Doki gets to play it herself!

Thank you for the  nice comment!

it's so satisfying when the tickets all chain together and you get ridiculous amount of bullets!

The game would have benefited a lot from more sound effects! the lever animation and interaction is well done too; the clink-clanks it makes as well as the animation; much prefer pulling it with my mouse than pressing SPACE bar (but probably will get old after an hour)

The lag spikes seem to be randomly happen after a certain point, I can't say for sure; but the EXP sfx kept playing when the lag happened; so I assume a tomato-exp-orb is related somehow?