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littlecoffeetables

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A member registered Sep 16, 2018 · View creator page →

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I'm able to reproduce it reliably btw, this error comes up (https://v6p9d9t4.ssl.hwcdn.net/html/7179911/regions/village just returns the error XML instead of the game HTML) always on the first time I load the page after restarting firefox or chromium (which I freshly installed just to attempt to reproduce this in another browser so it can't be caused by addons). But somehow after opening the game's itch page in a new tab again after I'd gotten this error, it was able to access my save again? Not the original one of course anymore but a newer one after I restarted (decided to do so cos I was so addicted and the export/import feature at least allows me to take manual backups). Very confusing.

It happened again (this time with just a new autosave that I don't care about), at least I think this is the same error:


<Error>

<Code>AccessDenied</Code>

<Message>Access denied.</Message>

<Details>

Anonymous caller does not have storage.objects.get access to the Google Cloud Storage object. Permission 'storage.objects.get' denied on resource (or it may not exist).

</Details>

</Error>

Villager Kings community · Created a new topic Lost my save

I was having a great time with this game, had invested tens of hours into it and today when I reloaded the tab after shutting down firefox and my computer, it showed an XML error and when I reloaded the page, all of my progress was gone and pressing Load says "There is no save file to load." I didn't think to take an export yesterday after stopping my playsession so I only have one from when I transferred my progress from my work computer to my home computer a couple of days ago (and iirc at that point I was in a bad spot, zero happiness and barely scraping together enough land space and basic survival resources). This is kinda bad as I was absolutely loving the game and wouldn't really want to restart until I win so I could see if I could do it on my first try (ok 2nd, 1st time I abdicated pretty early on when I realised how punishing the game is and that I had fucked up).

I decided to play this game again. After several attempts trying to find a better strategy but ending up more or less at the same one I always used to use as the most effective, I eventually got a new PB of 1081 seconds.

If I were to ever update this game (which I realistically probably won't), my priorities would be more or less:

1. Pause button/menu

2. Displaying the stats of existing towers so you know which ones need upgrading at a glance

3. A proper way to reset

4. Refactoring the code (it's a jam game, it's horrible)

5. Shadows/previews of towers/upgrades

6. Improved UI/some way to play without having to have one mouse on the keyboard and the other on the mouse

Aside from that, I'm actually still really pleased with how this game turned out. It has surprisingly much depth. Although there are still some balance flaws:

1. Upgrading is OP, as in, it's almost never worth buying a new tower if you can upgrade an existing one (aside from range on normal towers)

2. It seems to be in practice unfortunately never worth it to spread out your towers. I'm not completely sure why this is but I just never could survive even 500 seconds if I tried it.

3. On the contrary, the way I get my highest scores is by upgrading the base and surrounding it with shockwave towers and upgrading those and then surrounding them with normal towers and then putting a few shockwave towers around those as much as I can without them dying immediately.

4. The positioning of towers is actually really critical (you should put them as close to each other as they will go so they protect one another), yet the UI doesn't seem to agree, since you can't move them and don't even get a preview of where they'll go.

5. Losing a tower is a massive loss that's basically unrecoverable in most cases. This is, of course, good to force the game to end eventually, but it also might make it too snowbally. New towers should perhaps have more health, or maybe they should be healed when upgraded.

And some additional strategy tips for anyone who may be looking for them in other places than the code:

- Shockwave towers you should usually upgrade range a ton first since they damage everything in range, then max out damage, then max the range if you didn't yet. (And no, multi can't be applied to shockwave towers at all. I should've written that in the description). Later in the game though it might make more sense to start upgrading damage sooner since you need to kill the approaching enemies before they destroy the tower but you might not have enough time to fully upgrade it before that happens.

- Normal towers you should generally upgrade damage once, then multi once, then damage again, then max out the multi, then perhaps range if it's not always firing four beams of bullets.

- The base is like a normal tower that starts with a free damage upgrade and has a ton more health (100 vs 15, or 10 for shockwave towers). Tower health becomes more or less irrelevant late in the game though since the enemies will be able to one shot all the other towers and three-shot the base from full health, so it's more "useful" early on where it takes about fifty enemies to kill the base.

I decided to play this game again. After several attempts trying to find a better strategy but ending up more or less at the same one I always used to use as the most effective, I eventually got a new PB of 1081 seconds.

If I were to ever update this game (which I realistically probably won't), my priorities would be more or less:

1. Pause button/menu

2. Displaying the stats of existing towers so you know which ones need upgrading at a glance

3. A proper way to reset

4. Refactoring the code (it's a jam game, it's horrible)

5. Shadows/previews of towers/upgrades

6. Improved UI/some way to play without having to have one mouse on the keyboard and the other on the mouse

Aside from that, I'm actually still really pleased with how this game turned out. It has surprisingly much depth. Although there are still some balance flaws:

1. Upgrading is OP, as in, it's almost never worth buying a new tower if you can upgrade an existing one (aside from range on normal towers)

2. It seems to be in practice unfortunately never worth it to spread out your towers. I'm not completely sure why this is but I just never could survive even 500 seconds if I tried it.

3. On the contrary, the way I get my highest scores is by upgrading the base and surrounding it with shockwave towers and upgrading those and then surrounding them with normal towers and then putting a few shockwave towers around those as much as I can without them dying immediately.

4. The positioning of towers is actually really critical (you should put them as close to each other as they will go so they protect one another), yet the UI doesn't seem to agree, since you can't move them and don't even get a preview of where they'll go.

5. Losing a tower is a massive loss that's basically unrecoverable in most cases. This is, of course, good to force the game to end eventually, but it also might make it too snowbally. New towers should perhaps have more health, or maybe they should be healed when upgraded.

And some additional strategy tips for anyone who may be looking for them in other places than the code:

- Shockwave towers you should usually upgrade range a ton first since they damage everything in range, then max out damage, then max the range if you didn't yet. (And no, multi can't be applied to shockwave towers at all. I should've written that in the description). Later in the game though it might make more sense to start upgrading damage sooner since you need to kill the approaching enemies before they destroy the tower but you might not have enough time to fully upgrade it before that happens.

- Normal towers you should generally upgrade damage once, then multi once, then damage again, then max out the multi, then perhaps range if it's not always firing four beams of bullets.

- The base is like a normal tower that starts with a free damage upgrade and has a ton more health (100 vs 15, or 10 for shockwave towers). Tower health becomes more or less irrelevant late in the game though since the enemies will be able to one shot all the other towers and three-shot the base from full health, so it's more "useful" early on where it takes about fifty enemies to kill the base.

Excellent game. Aside from the obvious shortness and lack of level editor, my only complaint is that I think the automatic highlighter does not always pick levels in the most natural order – I always played the level that was automatically highlighted and only manually chose a level when none was, and this way, some very easy levels came later than tough ones.

Yeah, I'm sorry, my wording may have been overly mean.

Really neat game with a cool theme, although so punishing (having to restart the entire level if you die), the movement controls feel quite unresponsive/sticky, it's hard to tell where the cameras will see you, and the game pausing when you enter hacking mode not being really explained all make it a bit too frustrating. I'm sure with a bit more polish it'd be awesome.

The controls are incredibly awkward (walljump if you press either left or right?) and combined with the lack of clear direction (as far as I can tell there is nowhere to go?) this has to be one of the worst platformers I've ever played. The idea, theme and aesthetics are neat though.

After unlocking the loot and loot stacking options and getting a few stacked powerups (a challenge) you turn into an unkillable godship that can only die from carelessly running into a stray fireball, it seems. Certainly an interesting concept but if it's gonna be an infinite game it should get progressively harder throughout the run until you die. There also doesn't seem to be any incentive to actually use the options that make it harder unless you just want more of a challenge, I suppose.

Figuring out the controls, particularly the fact that I could control the direction of the dash, took me several frustrating minutes of trying to hopelessly get over that 2nd ledge; a readme could've helped. Cute game though. The enemies are way easier to avoid than to kill, but maybe that's intentional.