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masterlined

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A member registered Jan 06, 2024

Recent community posts

I'm sorry you feel this way. That sucks :/

Ah, you're very welcome! I hope it helps :)

Muy creativo. ¡Gracias por hacernoslo!

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I understood what was going on pretty quickly--with two exceptions: I never did figure out what upgrading does, and I'm not sure what the Bone and Ectoplasm coins are for?

The main thing I wanted was the ability to auto-summon creatures at a given rate. As it is, I spend most of my time frantically clicking: It would have been nice if the creatures came out on their own (which they technically do, but only very infrequently).

Anyway! I thought it worked pretty well! It was fun to figure out how the towers worked... and then to construct a labyrinthine path to keep the creatures busy.

I took a few screenshots of things that I thought you might like to see:

The text here says "Spirit Lantern Unlock Unlocked."

In this photo, you can see the creatures climbing up without a ladder: You can reproduce this if you summon a huge amount of creatures at once and then move the ladder. (You can also get the creatures to pass through solid towers by placing items on top of them:)

This was also confusing to me:


The text says that there are 6 Furballs, but there are no Furballs anywhere to be seen. The battlefield is completely silent, and has been for a while!

My guess is that when the Furballs do eventually appear, there will be 6 of them. Is that how this works? If so, then this confusion could be eliminated if you added the word "Next: " along with a timer. Ideally, there would also be a tooltip that say you can increase the number of Furballs that autospawn by purchasing the "Upgrade" (assuming that's how it works, of course!)

The one thing that would improve the user interface the most is: Disable the "Necro Tower" button when you don't have enough money to build one (and make the button look different when it's disabled). As it is, you're seemingly able to buy and place the tower--only to have it turn red and disappear at the very end! I think this is the main reason why a lot of people were confused!

Who doesn't want to watch tiny bearded men struggle to carry large amounts of wood? I can't think of anyone.

It's a solid game. Nicely done!

Nice! (And under ten turns, as well.)

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Heh heh.

Here was my shopping list:

  • 8 Mausoleums
  • 2 Blacksmiths
  • 2 Farmers
  • All the jumbo milks

If you get too strong too quickly, the king comes out and ruins everything. So I had to make every battle a draw--or as close to it as possible--to buy some time so everybody could hit the gym before the group photo.

Hah hah. Very good :)

Nice find!

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I should also say that this is one of the best games on itch.io. Very well done!

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I'm only just now realizing that you asked us to comment if we win. So, yes, I did win, and I had the full 99 HP and 99 attack:



I didn't use any summoners, so my health is less than perfect, but I felt the summoners were overpowered. I wanted to just barely scrape through the middle rounds.

I just thought you might like to know that, tonight, a five-month-old kitten watched your peaceful animations for about twenty minutes or so... until his eyelids grew heavy, and he fell asleep.

So this can be enjoyed by all animals, not just humans.

"Please select a research from the menu." How?? There. is. no. menu.

I have clicked on the coin, and clicked on the indicated slot. The coin is inserted. But what am I supposed to do *now*?

I have tried removing the coin. I have tried combining everything. Nothing ever works.

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."

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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
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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.

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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.