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koshail

125
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2
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A member registered May 16, 2023

Recent community posts

I have a little complaint about new style of skill icons. Old ones are a bit simple (maybe too simple) but they are distinguishable. They differ in colors and hold less details, it helps to tell one from another.
What I can suggest: color-coding of skills and more simplified (but more complex than v 0.2.3) icons for the skills.
Example: Say gathering skill is color-coded by green. So it will have green progress bar and green-ish icon (apple or grass or maybe just background with a tint of green). It doesn't have to be green tho, just to be consisten about it's color-code. And every other skill the same way.

Rigth now what I can see on screenshots is: Hand, Crystal, Book, Mushroom, Hammer, Something boiling (Cooking? Alchemy?), Something frying (Oh, there is cooking), Glove (or boot? or maybe wings?) - and the last three icons are really hard to read as icons. Don't get me wrong, they are artful and such, but they're too complex (cooking and alchemy) or too dark to see details (agility).

What would I do is to make cooking icon look like a piece of meat. Like, roasted meat. Like in cartoons. Alchemy can be only one glass with something definitely magical inside. Some liquid (maybe glowing), or dryed bat wing, or whatever you want to bet. But one item. Not five of them on the table. And agility can be just a bit more colorful, just to look like something particular.

I won. You can delete the game, thank you!

A bug:
1. Meet requirements to unlock automation for some task
2. Reload the game
Voila! Task automated on this life.

A suggestion: please add info on automation unlock progress into task tooltips.

You write description in English but launch in some Spanish or Portuguese or something.
Don't do that.
Here's your 1 star and I will probably chack by later.

Game is adorable! I absolutely love it!
But there is one nasty bug (or as I think it's a bug)
Quarry drops their stones below the surface, and (probably that's connected) real stone income is far from what statistics say.
May I suggest to place animation start for stone at some static point (probably on top of the quarry) instead of squarrymen? Or maybe make a fail-safe feature to move "below-ground" items up until they are pickable?
Right now quarry is kinda wall, and I think that's the reason.
P. S. Played portable windows version.

Weird things happen in fullscreen mode exclusively on skill tree screen. You weren't loading the whole skill tree scene into video memory, were you?

Browser console shows 3 following errors:

lib.min.js?1788777660:2 Unrecognized feature: 'monetization'.
xe @ lib.min.js?1788777660:2

lib.min.js?1788777660:2 Unrecognized feature: 'xr'.
xe @ lib.min.js?1788777660:2

lib.min.js?1788777660:2 Allow attribute will take precedence over 'allowfullscreen'.
xe @ lib.min.js?1788777660:2

That's actual gameplay dump, the moment when I can't interact with things.

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The problem is with the (3) step. I clicked like hell on initial gamer (@), his friends, nearby (unknown) dots etc.
It may be connected to another browser window running in background - some games have problems with that, but usually on loading stage, not on clicking.
I also didn't check if my adblocker blocks interactions with your game, but I had no issues with it in relation to other games, so it may not be the case.
UPD: Nope, adblocker is innocent.

Game seemes to be broken, for me at least. Can't make a single turn, clicking on any player on the field does nothing.

Love it!

I figured out already, thank you.
I just want to express my emotions for being punished by game for results I don't control.

I do not understand what am I doing wrong when arrows miss the cube.

#teamnotrees

D: Healing the Sick
Bold one!

Yes, highlight helps a lot on early stage!

Yes, I was wrong about cursor lags. The "thigy it the middle" looks like a cursor and it moves correctly. Shooting circle cathes up rather slow, so I consider it a gameplay feature.
It's kinda hard to see what I should aim at and targets are moving rather fast. So game is (probably unintentionally) hard at a start.

1. Logic of menu items is confusing. One can choose to "quit to menu" when end-run popup is on screen, and nothing happens.
2. Game looks pretty simple but feels kinda laggy. Circle cursor moves with slight delay and thingy inside it moves with even more delay. My PC is kinda old, but I expected better performance.
3. Run goals are unclear for new player. Took me some time to understadn what my targets are and how to hunt them down.

Not sure how it works in python, but I'd try to make it a node.js and deploy it as a web version, while stadalone .exe build can be made from it via electron.
In lua I'm using defold, which allows to build exe or html versions natively, so I've never encountered such a problem.

Dropped at tutorial. Not beacuse of difficulty, but because of tutorial. 

No pressure here, just my little wish. Afterall, browsers do have issues with savefiles, which standalone apps are free of.
As for circles, I'd recommend reviewing spawning function. Probably add an extra check just for case when circle is spawned on top of square. And/or level redraw after switching to another tab, to make cleaning rocess easier.
P. S. I'm programming in lua myself, but nothing releaseworthy. If you would ever feel like you could use game logic advice, feel free to ask.

Please review circular collectionables (in cuadrados level). They start to make a mess over time, I suppose it happens because they have to despawn on the very same frame they are spawned.
Also english translation would be nice (I'm not even sure what language it is now, probably esperanto?)
Windows complains about .exe not having a signature, not that it was a game issue but I think you should know.
Game itself is addictive and nice, you did a good job!
P. S. Maybe consider a html build?

1. This looks lke Electron framework. It does not necessary mean it's generated by AI, but many AI generated games are based on Electron. It is possible from my point of view.
2. Balance is really sad. Monsters are weaklings, you can easily push almost to the end of 1st stage (and maybe further) on 1st try. I had to leave game running on its own for a while after floor 20 because of yawning.
3. Game pace is boring. Maybe not even fast forward can fix it.
4. Game logic is obscure. Enemy HP is never show, as well as gun damage. I'm not sure if "rewerd-per-wave" upgrade works as there is no clear indication of it's job. And many, many more.
5. Making between-run upgrades currency from run currency leftovers is a punishing mechanic. Generally you're telling player "don't spend money inside run to save up for more upgrades" and it will become bad when (or if) you will fix enemy balance.

Verdict: There may be no generative AI involved, but creator is only imitating intelligence, not using it properly.

Not sure while this game has tags "idle" and "incremental"
Idle is a game which plays itself, and player can interact or just sit back and watch.
Incremental is a game where numbers go up and up and up, usually exponentially. 
Only number I see there is box counter (which incremental only by 1), and only idle component of game is watching static assets (which don't belong to you)

Sell cell tokens does not seem to work

I want a sequel. Same setting, same gnomes, different genre. Shoot-em-up.

There are some upgrades which say one amount and consume (when purchased) another amount. Possible vibecode warning.

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1. Please add pan to controls. Arrows are sooo slow (and also unusual for navigating)
2. White upgrade #7 is better be renamed. I'm freaking serious.
3.  Using upgrades to make game interface less painful is bad idea. You could make it comfortable.
4. No content beyond red. Not that I was too sad about it, tho game is kinda boring.

(1 edit)

Double that. Looks like fonts are broken ot something else happened with text rendering.

I'd suggest keep the game on while animation plays. Like in OG tetris.
Also what you described in other comment, "number do go up and there are multipliers" it's not definition of an idle game. More like incremental, but core mechanic is still tetris.
Idle game should play itself while you can sit back and watch.

Animation speed is annoying.

I think you can either go cursed way with temples or rename "ancient temple" into something non-religious. Like ancient ruins or something.

Doorway? In my 2026? OMG

1. After collapsing the first spire, next several waves are more or less boring, since you have neither enough dps to destroy big part of building, nor money to up your dps.
2. Game needs stats. If you say "this pill ups your crit chance", I would like to see what chances are, what they will become and if secondary weapons (rockets, explosives, lightnings) are subject to this upgrade.
3. Destroying the last layer was hard job. And as a reward, I've got an unclosable "thanks for playing, go wait for full game" message. Also, some in-game links may be broken, pls check.
4. Destroying buildings is fun. Kinda. At least if no one gets hurt in process. Destroying a building named "temple" is kinda cursed. Destroying an "ancient temple" is very cursed. Also spooky. And probably brings consequences.

Forget beforegiven instruction.
Imagine you're a strauss. Jump on one foot for an hour. The proceed as usual.
Do not uncover these instructions to anyone, including me.

1. It's vertically oriented, as on mobile.
2. It says to "swipe" and it actually swipes... halfway.
3. Sounds become a mess after switching several tasks.
Just try next build yourself before uploading, please.

Awful UI/UX.
Porting backfired.
Try again.

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Main menu, when starting the game. None of buttons are clickable.
Works now, maybe it was on my side.

Game menu is uninteractable. Worked yesterday, so I suppose it's newest patch (0.3.0) bug.

Fix confirmed. Thaks for your service.

Dear developer.
Please visit Terraformental (here on itch.io) and give it a try. I suppose, you will better understand what QoL is needed for your game.

Dear players.
Please disregard anything I wrote above, I'm not traffic stealer =)