Nice!
IllFatedStudios
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Thanks for playing the full demo!
The demo is intended to last around 20-30 minutes. Normally, you wouldn't max out an upgrade before getting 1-3 layers above it, which is why it feels slow after the 20-minute mark. It's very important that the feedback you've given, I will start looking into a way to implement a proper condition for informing the players that they have finished the Demo.
In the next 50th version update, a minimal clanker spawn of 3 small blue ones will be added.
In the current version, dragging is added to the skill tree, as many people mentioned that the old movement was unintuitive.
A weapon slot upgrade exitst, and is available in the later stages of the game, which are unavailable in the Demo sowy.
Thank you for your feedback, its very constructive and helped me a lot in building a list of fixes the game needs.
Have a prosperous day!
Leon.D :D
The progress saving system was made for the final downloadable version, so in the end, I did not build a secondary saving system for the web version.
I see your comment, and it increased the importance of this feature, so you are making a difference.
These oil-stinking, bandwidth-munching, job-stealing steel stomping CLANKERS must be killed.
Leon.D :D
It took a lot of time to build a system for saving progress locally for the full game, so I did not put myself into making one for the WEB.
Seeing that it is a noticeable problem, I will go through the hell of making a web-saving system for my next game. Your feedback matters!
Are the descriptions of upgrades not clear, or are the names?
Yes, that is definitely true. Polishing of Clankers started with the upgrade system, and after 80 hours of polishing it, it became clear that I've set the bar too high, which resulted in unequal distribution of effects.
Thank you very much, CLankers will be as good as possible!
Your feedback is invaluable. Once again, thank you for playing and giving your feedback.
Have a prosperous day :D
Leon.D :D
I do agree with you , and I was planning to make one, but in the end, I've decided not to and instead I've spent time adding far more tooltips, eg, when you drag over the amount of dollars you possess, there will be a tooltip about dollars shown to you.
I'm not overly confident in making a tutorial that wouldn't be annoying to players, and therefore decided to move my effort towards providing additional information to players with tooltips and an additional mini-tutorial in the upper left corner.
Thank you for playing the game and giving your feedback!
Have a great day! :3
Leon
The text being obscured by the character sprite is indeed a problem and is dealt with in this update. Thank you for informing me about said issue.
The weapons in equipment slots are blinking in and out to showcase them being activated and used.
Yes, I would really love to have added dragging, but even after many tries, I failed miserably in doing so. If someone could direct me to resources portraying how to make a dragging movement system, it would be a godsend.
Well, the skill tree starts with lower values and then increases to greater values, for the sake of them not going crazy, they need to start very low.
Thank you for the compliment (it's very funny considering how this game is my finest attempt at "fitting in/being normal") .
If you could list what you find distracting or lacks the intended effect, I would gladly fix them.
Thank you for playing. Please note that your feedback is heard and being applied immediately. Cheers! :D
Leon.D :D
I will look into ways of making visuals less distracting. As of now, it is just the way I make games look, so I'm not sure what exactly to change.
For now, I'm going to put Ms. Clank in a way that doesn't obstruct the text as much.
The field being empty is quite a rare case, so considering that it has upgrades for both map size and spawn frequency, a minimal spawn number was never made.
I'll look for ways to dial down the effects.
The "skill" explanations exist to make them easier to understand. A visual tutorial might have been better, but it was out of scope for this game. I will look into adding a wiki with more details to my future games.
Clankers doesn't have an auto-rotating system for descriptions, but in the upgrade system, you can use "AWSD" or "Right Click" to move, so that shouldn't be a problem.
The last thing is a bug, I will fix within the next hour. Thank you for reporting.
Once again, thank you very much for playing and sending such an exhaustive review of the game :D
Leon.D :D
Yeah, the idle system is also being affected by the upgrade system, which allows it to over-scale. Just as you said, the game lacks a significant chunk of balancing.
I've read this comment a month ago and thought that I would put a lot of effort into the idle system when making a new game.
But sadly, after a month of work on Clankers, I realised that it would lower the quality of other parts, so I will be making a proper idle system next month.
Your help is greatly appreciated! :D
Yes, you are on the spot! This game was mainly a test to see how far I could take an upgrade system and if it's possible to make it procedural. Balance is surely lacking, and polish is sadly not sufficient.
Although I reply late, I've read this comment when you posted and applied your feedback in the game I've been working on for the last month.
To see your feedback applied, please play Clankers!
Thank you for your help :D
Every single week I'm making a game in 2 hours for a Game Jam called Glimmer Jam and am iterating on ideas on how to make this style of game better than last week while matching the jam theme.
I'm doing my best to make these games better and different each week, and promise to put even more effort into the one I'll make this Sunday.
I apologise if this irritated you. I'll give my all to improve.
Supreme Magic of reusable components, my friend. :D
But that is also nearly the limit of my current components so past 4 hours of dev time in a longer project I would lose such speed haha. There is still a lot to build. Oh look up UnityEvents, its crazy how you can activate functions from inspector helps a TON with reusability.
I'll look into fixing the font's readability.
I will add a 3-digit upgrade to fill in the gap and look into adding more interesting upgrades so it isn't just a 1,2,3,4+ to quality, haha. If you have any ideas, shoot!
I iterate on the concept each week with different theming and such, so look forward to your feedback being implemented this Sunday! :D





































