Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

masterlined

55
Posts
3
Topics
1
Followers
1
Following
A member registered Jan 06, 2024

Recent community posts

Just now, just after fracturing the world, the game froze again. Once again, there was a flood of error messages. But, this time, the error message was different:

"Prod.framework.js.br:4300:36251

MethodAccessException: Attempt to access method 'Reactivity.IReactiveDependency.Unsubscribe' on type '' failed."

When playing the web version (v0.4.0) in Firefox: Everything froze just after I fractured the world. I opened the developer console, and saw a flood of error messages like this one:

"Not implemented: Class::FromIl2CppType Prod.loader.js:1:1294"

...and I just thought you might like to know.

I agree! All of the animation delays really add up. It takes about twenty seconds to get through the opening tutorial battle, and it's the same on every run, so you're just waiting for it to *end* already. There are so many small animations like this, it really slows everything down. That's my biggest gripe with this game.

Otherwise, it's very good! There is a lot of strategy to it, and quite a bit of luck. It's a lot of fun.

Huh. It starts out a *little* slow, but I didn't mind that at all: the pace picks up *very* quickly, since everything is growing exponentially. I thought the game balance was more or less fine until the final quartz stage, where it all falls apart. But that's the *end of the game* (for now), so no one can fault you for that. It's a very well made game! Even the balance felt good. I was seriously impressed.

What a cool game! It's fun to play, the idea is great, and the execution is very nicely done. It's fun choosing upgrade strategies, and then seeing the consequences. It's hard to put down.

At times, I thought things like "well, I'll never need these stone upgrades again," only to discover that you thought of everything, and they do indeed serve a purpose, even in the end game.

I was *pretty sure* that there would be no bugs at all, because it is so polished and well-thought out, but I did manage to find some very minor ones! (Wow!) See the attached screenshot:



There are several things to notice:

First, in the big desert pane (where you can see the drones working in the desert), in the top right corner, under the "Drone Target" menu, "Claystone" is listed twice.

ALSO, in the desert pane, one of the white quartz stones spawned smaller than the other two: This happens when you use the bomb frequently on areas where an animation is in progress. You can freeze the animation in any state, including some scaled-down and translucent states.

Under the Quarry tab, note that the "TOTAL ROCKS" shows a maximum of 10, whereas the "STONE" maximum is 11. Should this be capped at 10?

Another minor point: In the bottom right corner, under the "Rocks" tab, there is no scroll bar to indicate that there is additional content beyond what is visible. I was well into the Stone age before I discovered that you could scroll down--which is necessary to unlock the next stage. Because there was no scroll bar, others might *never* scroll down, and therefore never find those upgrades, and just assume the game is a toy demo version, and leave (as I almost did).

But these are all very minor issues. You have a fantastic game! Thank you for making it.

Nice!

For the sake of others: If you purchase the "Win the Game" upgrade, nothing happens.

Nice! It has a certain "coolness factor."

(2 edits)

Yeah. I usually search carefully for every match. But the helter-skelter idea was surprisingly fun--in a crazy, chaotic way :)

While you're looking for your match, you can run around helter-skelter while pressing the space bar, and you'll go through lots of merges very quickly.

This is a very nice game. It's self-explanatory and fun to figure out. Well done!

Lost in Pandation community · Created a new topic Thank you
(1 edit)

I don't know that I ever thanked you for building this game. It's very well done. I come back and play it every once in a while. It has a great ambience, and the gameplay is captivating. I've enjoyed coming up with the shortest set of actions that lead you to safety, but I also enjoy lingering for a while, stockpiling batteries and resources, while enjoying the music and the ambience. It has a nice "feel" to it. So... thank you for building it :)

Thanks for the game! It's very good: it's well made and fun to play.

(1 edit)

I just wanted to say that I'm not restarting every run: Out of my first three runs, I was killed on the first two, while I was still figuring out how things worked. I got very badly cursed on my third run, after an extended famine right out of the gate, before I could get any real resiliency. The curses snowballed pretty quickly into an unwinnable game. On the fourth run, I was very careful to manage hunger and weapons, and--with a bit of luck--sailed through to the end.

I wonder if there is a way to remove the curses that you accrue when your stress bar fills up? Right now, it seems like your best strategy is to just restart the game when you become afflicted--because the play times are so short (so the cost of restarting is low), and the curses are so devastating (so the cost of continuing is high). If there were some way to *remove* a curse, though, that could tip the cost-benefit ratio enough to keep people playing even after they've been cursed?

I think the trouble is that you need a steady supply of food and weapons. If you hit a drought on either, then you will quickly die. The available of the things you need is random, so whether the game feels easy or hard is essentially left to chance.

On the other hand, that's part of what makes the game addictive: you never know how things are going to turn out.

Your long-term strategy is guided by your need for resiliency: You have to collect whatever supplies and artifacts will most likely help you weather a drought in some key resource.

There are some strategies that help, even in the absence of supplies and artifacts--which I think is fun to figure out.

I think some of the confusion may be coming from the terminology: Right now, it feels like a double negative when the interface talks about decreasing hunger (which occurs in the absence of food). Modifications to the scale add another difficulty, because it's not necessarily clear whether the modification applies to the resource itself, or to the resource requirements--and those two possibilities have opposite effects.

If the interface were to switch from "hunger" to "food" consistently, I think the confusion would mostly disappear. For example, the interface could say that 1 food is consumed when revealing an enemy card, rather than say that hunger increases by 1 when revealing an enemy card. When the resource scale is modified, you could say that food is now worth 1.5 times its previous value (or, even more simply, that you'll be given 1.5 times more food). I think that very minor change would clear everything up.

Yeah, that makes sense.

I've noticed that I generally want to clear the entire dungeon in hopes of finding food or weapons, but not always: sometimes I know there's only misery left, and then it can be really helpful to have an unlocked door to flee through. You can sometimes get that unlocked door with your key/door system, whereas a blood-quota system would *never* give you an escape route until you've fought the monsters. I think the keys are working as intended.

I was also confused by the Whip: "each card opening deals 1 damage to all enemies on the board."

Does it damage all enemies, including enemies that have not yet been revealed? Or does it damage only the enemies that are visible? I wasn't sure which effect the ring had--and it makes a huge difference.

I was a little confused by the Ring of Balance: It "increases hunger by 1.5x but decreases HP by 2x." Aren't increased hunger and decreased HP both bad things? Why I would I want a relic that has all negative effects? I must have misunderstood what it does.

(I understood it to mean that your hunger will now increase by 1.5 when it previously would have increased by 1, and your maximum HP will be reduced by half. Both of those effects seem catastrophic, so I've been avoiding the ring until I can figure out what it actually does.)

I played the game on the itch.io website: I'm running Firefox on a Linux desktop with Mint and XFCE installed directly on physical hardware, and there was no lag for me. Just thought I'd mention it.

It definitely affects the gameplay: If the exits are always unlocked, then you can get sometimes lucky and have the option to leave from the very beginning. If you need *both* the exit *and* the key, then it's much less likely that you'll be able to bypass an area prematurely.

If that's desirable--to force the player to confront some of the dangers before they move on--then it could become an explicit requirement:

A strong way to do this would be to have the exit appear only after all of the monster cards have been defeated.

A weak way to do this could be: The door is always visible, but it remains magically sealed until a blood sacrifice has been paid. The blood sacrifice might equal 75% (or 50%?) of the total health points of all the monster cards. Once the requisite blood has been spilled, the magically-sealed door opens and the player is allowed to leave. If the player is *really* desperate to get out, perhaps they could spill their own blood instead--to add some strategy to the game? (Sometimes all of the monsters get activated at once, and then it might make sense for a player to sacrifice most of their own health to open the door, rather than be killed.)

But the keys work, too. The keys *do* make it unlikely that the player will be able to immediately bypass an area.

Thanks, that's good to know.

I got all-but-one of the achievements! (I haven't clicked 100,000 times, and I'm not super interested in trying for it):

I got everything else, though!

For the "You're Pretty Basic" achievement: let me know if you'd like a different hint. The requirements for it are a little unusual.

It pretty much requires you to click like a maniac the whole time. I always prefer it when I can quickly transition to passive income. (There is a passive income option, but it would greatly slow down the game if you were to stop clicking and rely on it.) I quickly abandon games that force you to endlessly click. Some games reduce the wear-and-tear on your fingers and mouse by letting you press and hold, or hover, instead. But true idle games are the best.

A Dark Forest community · Created a new topic Thank you

This was a nice little game!

The rebirth mechanism was brilliantly done: you could always buy an upgrade within a rebirth or two, and the rebirths quickly became fast, so it kept you *riveted*.

The ambiance was great: dark and creepy, where you're dreading the cat, but nothing ever happens. (Until the end.)

The final bit, where you're collecting infinite soulstones, felt like it dragged on a bit. I eventually stopped interacting with it, and just left it to run on its own for hours at a time. I wasn't sure whether there was any additional content, or... ? It was no longer fun to play manually. I ended up sticking around, just in case, letting it run and run... until I eventually checked back in time to see the boss fight. Those hours of waiting could have been skipped, since they didn't add anything to the experience.

Also, there seems to be a memory-allocation bug: I had to periodically close and re-open the window to avoid running out of RAM and crashing the computer while the game was playing itself in the background.

The boss fight requires a level of dexterity that could be difficult for some people (for example, if you're using a laptop touchpad on a jostling train, or if you have limited movement in your hands for medical reasons, then you're going to be *very* frustrated). An ending that isn't skill-based might be a better choice? Perhaps something creepy, where the ending is established through text or animation?

All in all, though, I thought it was a nice little game. It's an experience. A game that you'll remember.

All right, I filled the bucket! (...which I'm hoping was the point of the game? Hopefully?) But, anyway, I just wanted to let you know that your bucket is full.

(1 edit)

You probably already know about this, but just in case:

If you go to "Skills > Currency Multi":  "Upgrade (-0.1)" should be "Upgrade (+0.1)"

I liked it, too. A nice little game!


You'll know when you get to the ending, because there are fireworks!

The "Mooconomy" graphic is super cute.

This is a fantastic game: very cute, and very fun. Nicely done!

I played it twice, and then lingered for a while at the end, because it is a wonderful little game.

There are a few bugs, though! For example, if you're being chased by the UFO when you teleport home, the UFO sequence continues after you're gone. (The UFO acts as though it's beaming something up from the now-empty teleporter pad, and then rushes off with the emptiness.)

It's also possible for the UFO to pick a destination point that is VERY close to the abduction point. In that case, the UFO will fly incredibly slowly--barely moving at all. This *feels* like a glitch, since the UFO isn't zipping away like it usually does.

Also, items seem to get picked up only when you move near them. Ideally, items would also get picked up when they spawn nearby. (Sometimes, you actually have to move away, and return, in order to pick up something that spawned right under your nose.)

In the starting screen, you have to click on the play button (a little triangle) in order to start a new run. Whereas, I kept expecting that the *movement controls* would let me navigate to the bottom right edge of the screen, where I was expecting to be whisked away to the next run. I had to keep remembering that that doesn't work!

Anyway! It is a very fun little game! I hope you win/won the Brackeys Game Jam, because it is that good.

All right, I was able to fix the issue by clearing all cached data for itch.io. (There was about 787 MB in the cache for me.) Since the quota was reached, there was no space left for Midnight Idle, and that was making the save-game code fail almost immediately.

If anyone else is having the same issue, you can clear your itch.io cache by going to: Settings > Privacy & Security > Cookies and Site Data > Manage Data.

Hope that helps!

This is happening on Firefox 134.0.2 (64-bit) for Linux Mint (mint-001 - 1.0). I'm getting the same error now as I did before--in case that helps.