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leighhobson89

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A member registered Dec 25, 2022 · View creator page →

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thanks for playing.  sorry but its an abandoned project.

By the way you will have to download the zip and run it on a live server like in VS code to get it running when it is not the broswer version on itch.  It isnt ready for a release version yet, but if you open this and run it, it will still let you load and save as it talks to a firebase database, not related with itch.  email me if you struggle.

Thanks for your suggestions. I like the hotkey one!  I think autoSave is meant to be on by default, but I do a lot of playing around on peoples saves for the code fixes and I probably pushed a version to itch where it was set to off by mistake.  I dont want to damage people's games!

By the way I have patched your problem, so your save now works, but I am not pushing this version to itch as the main release.  If you look in the versions I have pushed, there is one called v0.321_BETA that will make it work again, and of course the next released version will work.  I had missed a variable in the save logic, so I had to write a patch function to set the launch pad built to true again if the player has more than one rocket, it had got itself in a mess.  If you save in this beta version, it will only work in that version and future releases.

I am not a developer as such, I work in QA and this is a fun little side project and as such I am very much learning dev and so my codebase is likely a chaotic scene for anyone that knows what they are doing.  It is pure JS no libraries at all except I use graphviz for the tech tree which I want to change as it is very slow, and I dont know how to implement web workers for it.  IDE I just use visual code but hoping to go back to webstorm when my repo has 6 months dev and they will give me the free license again!

Yes for sure, these will be galactic market purchases when implemented.  I think you are right about the too many clicks but i like the player to work in the first run, just enough to stay interested but wanting QoL.  Thats the benefit of rebirthing i guess.  Some good ideas there, thank you, and thanks for the save ill get back to you when i can take a look.  Working on a stats page at the moment but before i push anything new to itch i always have a bug session.  I am pretty close to getting to the end of the first run now in terms of content, so then i will have to build the reset logic and all the galactic market add ons to spend AP and the auto features you mentioned will for sure be part of those.

I am very open to hearing about ideas to balance the economy in terms of costs of materials and cash generated and any other observations because it is very roughly done at the moment.  Thanks.

By the way i am toying with the idea of an auto sell checkbox for each resource and compound, but i havent got that off the drawing board yet, although it could help with the clicks.  What do you think?

Hey great feedback, please could you send me your pioneer name to cosmicforge999@gmail.com and Ill take a look to make sure all the techs are available to you.  I have been having some issues with save migrations to new versions.  The tech required for that is Advanced Fuels, and if you have it you can fuel rockets, no materials required just power and time.  Thanks for playing, there is some cool stuff in the works at the moment, based around interstellar travel, and adding statistics, but thanks for bringing issues to me because i cant test everything alone, so it is invaluable :)  I will take a look at your save if you provide it to me.

I fixed the issue you had with energy and rocket launches. The  save load code needed a version bump to get the new changes.  Thanks for providing your save. It should work now :)

I have reproduced it on an existing save.  It happens anytime you start the space telescope searches, any of them when the power is on, it breaks.  Its 100% related to a variable i havent included in the save migration code.  Ill investigate, but it works on a new save, as it should.  Thanks for bringing this one to my attention.

I have fixed the dropdown for selling. 

Unfortunately the other issue is 99% save migration related.  If you could tell me your pioneer name at cosmicforge999@gmail.com i would open the save and use it to test code changes to save migration, until it works again, nothing will be changed or lost for you but i have seen this issue already and its hard to reproduce it, so would be useful!  Incidentally it is not happening on new saves, well I dont know the exact steps, but I can have a battery and use that to run the space telescope.  Ill take a look.

By the way if you want to test anything or 'cheat' you can press numpad '-' to see a cheat menu to allow you to get to any place in the game, but id advise you start a new save before doing this.  

Ahh i saw the problem, thank you so much, it is because of the changes I made to the dropdowns, I had updated code for the sell dropdowns but not create ones.  It is fixed now so next time I update, it will work.  At the moment no one will be able to create any compounds properly except the max possible.

Do you see it like this?  It should just be a case of selecting the amount to create from the scrollable menu, some fixed amounts appear after the % ones.

Hi, I have fixed the battery issue just now (not pushed yet will be waiting for some other work I am doing) but could you please give me a scenario to reproduce the issue with resource gain/loss display, not sure I quie understand.  Do you mean if it is losing resources like if you are fuelling a power plant without enough autobuyers so it is reducing, or do you mean buying something which reduces resources like this?  Thanks.

I have added version 0.20 - It is most definitely an improvement, and takes into account a lot of the feedback given especially around power management.  Unfortunately new saves are required, but There is quite a lot of new content to explore, including a new Space Mining tab, which although not complete, is a stepping stone to implementing stellar exploration and rebirthing on more rewarding and harder stars.


Give it a go, and keep the feedback and suggestions coming! Leigh.

I am going to take it down and work on it some more.  I wanted some initial feedback and it was useful.  It is not meant to be ready to play yet, and my new changes will break saves, so I am going to take it down, and keep working, with the feedback I wanted in my mind, watch out for good things soon!

is it?  It isnt for me, I will try a game on itch and see if i can see what you mean.

Please dont play this game if you want progression and a full game, it is not nearly in that state yet.  It is just as you see it, I suggest you wait a month or two until it is more stable and less save breaking changes.  Thanks. 

Maybe you could try the new tech tree feature i implemented based on your comments, and also check out the energy screen with the graph, and let me know if it useful!

Hi Xtraluis its nice to speak with you again, I remember you from the Chips shop project.  Hope you are well!  I am enjying creating this project, I have just released this sample to check that my cloud saving is working ok.  The game can evolve a lot from this point, I want to add a prestige layer in the form of the star map, like resetting on different stars with different weather and to actually have a goal not just unlocking resources.

i am open to ideas on which direction to take it, as I kind of just opened the IDE and started coding randomly without much design.  Hopefully I can get you to playtest any new versions.

I havent played it as fully as you say, how did you find the balance, would you be able to give me any feedback related to the pricing and how it increases, does it seem to be ok or too slow?  I have some empty tabs where I am planning to add upgrades to supercharge production, i am working on the energy tab to show consumption a bit better, to help to avoid the power tripping out, when you buy too many autobuyers.

would you say overall it could be a fun game when it is fleshed out a bit more?  Thanks and have a great day!

Excellent feedback.  Its very early, in fact only published so i can make sure the cloud feature is working properly.  i am thinking i will take it down to carry on the development.  But then, getting this sort of feedback will help me no end.  the game still lacks a goal and prestige, so i am open to absolutely any ideas.  Definitely going to take a lot of your points.

The point of fusion is that you cant gather everything yourself (or wont be able to) but actually there is a whole new section called compounds that has things like water, diesel, concrete, glass and they are the hard to get resources - because you cant auto buy them, and need to create them from resources, ie 26hydrogen and 12 carbon makes 1 diesel and that is fuel for the basic power plant. etc

The balancing is going to be the hardest part, but i am glad you see the potential.  I will give some thought to making space in the screen for showing a tech tree.  I already have a graphviz one i use for dev purposes which i have shown here but as yet it is not in the game but could be if it would help.  The tech tree shows where the game is generally headed, and the prestige will come in when you can reset on other stars.  The other tabs will have the upgrades to give multiply boosts etc, but still on the drawing board.

Thanks again and please follow so we can talk more, i liked your effort to feed back!  Leigh.


By the way I will add your native portuguese (i think) to the localization at some point because you are the best guy for giving me feedback! :)

Thanks dude, I always love your feedback, its super helpful.  I will look at the volume levels.  There is code in the sounds of the cutting potato where it starts the file and stops it if you fall below 1 click per second and then restarts it.  It is a way so that it doesnt have to do one chop per click as that would be too many and annoying, so instead it plays a slow paced chopping file for as long as you click it (or until it reaches the end and starts again), the peeler has a file too and that one you definitely cant hear.  I will tweak the sound files volume and get some better samples.  But I like the way it is turning out, I also like the prizes across the top, although I may improve the icons as the contrast is bad on some like the bronze class of bonus.

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in my game i compress the save file into a blob with LZ and then if it is a manual save display the string to allow pasting it back in to load, or i have an autosave feature that downloads the blob in a text file they can load after.

thank you!

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I have released a new version of the game that has redesigned the UI completely from scratch using Bootstrap 4.41.  I think it looks much more sleek, and it has given me the chance to address an issue with investments not working in the previous version without having to build on bad code.  Please try it and continue with the feedback.  I am going to look in to adding more content soon now that i have a good base foundation.  Feel free to suggest what that should be, and anything else.
Note:  I have made the interface larger and so scrolling is possible depending on your device resolution.  This is not designed for mobile and so you will probably have issues if you try.

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there is a bug with investment part.  the workaround is save and load the game when you have unlocked that but i will fix it.  Im struggling to know what to do for the best, because the investment part accelerates the player to the required money to float on stock market and win.  Roulette seems necessary to get the user up to 20k for the investment part, that is how i have managed the money - you are right that more content will help, like doing other food worth more money, or changing prices will affect amount of customers but make more money etc. ill have a think and thanks for sticking it out, its very nice to hear.  If you have any ideas id be happy to accomodate them!


well done on finishing my game, you are the first one i think!! Im going to work on building it out a bit more!


also your screenshot reminds me i have to disable the roulette wheel on the win game popup because it could create some unstable situation for the final shift which is fixed snd calculated so that you fry up one batch only to make a million and trigger the end game.

I made a few changes, and the full info is in a comment above!  Love to know your feedback!

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Would love to know your feedback to the following balance changes:

- I have made a few changes to the pricing so perhaps it is more balanced, the first updated buy price for each upgrade is shown as per the debug screenshot below.  
- I have increased the shift length to 1 min from 45s.
- I have made the max delivery cap 1000 instead of 750
- I have made the chips waste after a specific fried batch are sat there for 10s instead of 20s, so you have to be mindful that you serve them up straight away.
- I have made the storage bin heater give a x2 increase in the time it takes them to waste, so 20s now, with the heater.  These changes with the heater allow the mechanic to actually take part in the game a little bit now.

(Also I'm from the UK and this game is based on around what  people in the US would call a French Fries Shop, so it's that kind of Chips, hence the heater to keep them warm!)


gonna get to work this weekend thanks its all excellent feedback man thanks! 

The storage heater idea is that it extends the time it takes for the chips to start wasting (from going cold) from 30s to I think a minute but obviously at the moment it cant work properly as the shift length is only 45s. Dont want a 2 min shift so im going to give it some thought and see what i come up with.

thanks!

Excellent feedback.  So are you saying I should reduce the price of the auto upgrades more?  Or is it well set to integrate a bit of roulette gambling in the game to aid (or hinder) progress?  Thanks you!

Great feedback thank you.  The potato delivery amount can be upgraded but much later on to easily deliver up to more than the cap.  Are you saying you would like to see that introduced earlier?  Maybe reduce the price of the first auto locks a bit then?  The storage heater, before buying will cause chips to disappear one by one after they have been sat there 30 second, and when bought this is raised to a number higher than the shift, but yes you end up with chips left over if you fry too many.  What about the shift length does that seem a reasonable amount?  Does the spinning wheel not help progress a bit?  How far did you get in terms of upgrades or your job title (job title affects prize strength)

Thanks very much for your feedback,. L

added physical map mode with continent colors for reference and planning

Added 3.js 3d dice to the battle mechanic, although at the moment they are not integrated into the battle outcome.  Sieges are now implemented.

Added logging for svg loading to hopefully debug it

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I have uploaded a new version.  It is still very very early, but there are some more mechanics to play with.  You should get a basic idea from this what it is about.  You can upgrade territories, buy military, attack other territories in the correct turn phase.  Work in progress, but I will welcome feedback, and bugs found, if you want to have a play!!  Thanks!

its not functional yet unfortunately, its still pre being able to show anything, but it is being worked on! I had it on the site just to have it accessible by a tester friend