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LoneBone

51
Posts
2
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3
Following
A member registered Sep 22, 2020

Recent community posts

I think it might be a memory leak, or just excessive memory usage.

Not entirely sure, seems to happen when too many thing happen at once. Might be multiple bugs. Often but not always I'm holding a piece for a longer time. Or it's frequent clicking. Either way, hope for a stable built so I can keep playing.

Nice one! But crashes from time to time and wipes the save.

It's just shovelslop.

The numbers don't make sense, and they don't work the way they say they do.

* Each time you die, look at the board, see if you spot a hint or pattern. There are plenty.
* You can count the time until you need a heart scroll by comparing xp row to heart row.
* Save the scrolls as long as possible. A late game scroll is worth a lot more than an early game scroll.
* Bashing walls is an absolute last resort 
* Look at squares, do simple math, check the book to see what monsters are still around.

Same, needed a strategy reset from making max score runs to trifecta-runs.

Unplayable in firefox on mac (chicken freeze)
Performance on chromium based browser still abysmal.

Other than that, it's a cute game.

Yeah, what they said. You never find a stride.

Never mind, needs a lot more than that.

Needs some button for bulk adding cargo

Such a good game!

I did wish for even smarter helpers, prioritizing keeping machines loaded, and perhaps smart target selection (so they don't run criss-cross to grab things). Overall, the game is adorable and unexpected.

Finished. Lovely.

Grabbing money is a bit janky.

Owl got stuck once, but recovered on next inspection.


I know the "cost goes up exponentially for no reason other than because cookie clicker did it" is the default in the genre. But in a science fiction setting, centered on a real scientific concept, it felt jarringly incongruent. The concept of the probe is - go to a place, look around, make some copies and send them to more places. Spread like bacteria. The "cost" of each new probe is the same as the first one, or lower if there is any kind of learning or feedback in the loop. It can be taken in many directions, but exponentially growing marginal cost isn't really one of them.

I wonder why programmers have never heard of economies of scale.

just mildly disagreeing that it’s too fast, I think it’s fine :)


I can tell the difference when looking very closely, but scanning for something to buy is hard. Not colorblind, more of a contrast/brightness thing, but the color blind would also benefit from a bigger difference.


cheers!

Does it save?
It crashed on me and I had to start over from zero.

I really struggle to see which upgrades are taken and which are not. It's the lack of contrast and the color choice. Maybe make that more obvious for those of us with less than perfect vision? 

Other than that. Neato!

Nah

ok

Bugfest!

I can't say I hate the forced prestige timer, it's not a strong enough word. I loathe it with the fire of a thousand suns. Respect the player's time.

Tiny UI

Too grindy to be satisfying

I'd say it's a bit confusing.

Locking stuff behind rng-grind is ungood.

Cute, but balance seems way off mark.

Cute game. Enjoyable. Balancing the difficulty scaling in the current design might be hard though. As it is, you will lose early if you make a mistake or have bad luck, but once the horde hits critical mass, it's a curb stomp. The entire scaling mechanic needs to be different if you want to avoid that.

Yeah, the upgrades get gradually more expensive and you get less and less value out of them. So the game just gradually slows to a crawl.

Dear dev, for the love of RSI, let me keep the fan after prestige.

If I had to sum this up in one word: Tedium!

Pretty rough in the current state. But it's got a neat idea at the core. Mountain price scaling is brutal. There are plenty of breaking bugs. 

Hmmm...

Pretty cool game, even though it's a bit frustrating.

Will you ever come back to it and fix more  of the bugs?

Nice!
Very cute game!

Some of the English words overlap the numbers. That makes it a bit hard to read.

Gameplay is a bit shallow, and growth slows down a lot near the end. Still, I played until I saw all the enemies. Nice art.

Yeah, something about overflowing stacks probably. Some cards would show up in the. middle. (Origin coordinates?) And the goblin that appeared there could not be interacted with even when other cards could be moved (with some difficulty)

I tried everything I can think of. The other goblins are killable. This one, just doesn't stack properly.

Brilliant!

There's an untouchable goblin in the middle of the table.

scaling is a bit punishing