Since the game was recently updated, I too am back with more updates.
Right off the bat, there's a link to a discord server on the title screen. Neat!
The Nomonomocon (ha) is very effective and clears up things that may have been vague prior. The scribbles and sentences that seem written afterwards sort of remind me of the journals from Gravity Falls.
The descriptions in the tool bar are nice, as now you can read through them to see what can be useful, or simply cosmetic. I saw the foundations all have their effects in the description, even if none of them do much yet.
The ability to save your progress is also a lifesaver, and very welcome. That being said, I noticed that when you load a save file, the spawn rates on the Auto Spawners are reset, and if they were upgraded, you'd have to go into the spawner's settings and manually slide it back to where you had them. Not a big deal, but some people might not know that.
I also noticed that if you have enough spawners running at the same time and fast enough, the game starts to chug. Not much, but as the scale of the game increases, that could cause issues..
Overall, though, I'm happy to say I still like what I see and would like to see more!
mcbruhpants
Recent community posts
Nomonauts has potential.
Mechanically, I think the gameplay is solid so far, though it could be tweaked in future.
I really like the aesthetic of Nomonauts, it's very vibrant and the pixel art is done well.
The music works well for the game, it sort of sounds like it'd play during a building montage in a show, which the game kind of is.
The startup is silly but effective, and gets you well acquainted with the kind of game you'll be playing from the get-go.
If there was anything to be added, I think a description of the things in the toolbar would be helpful, so you don't accidentally buy a nuclear bomb or something..
I think the ability to upgrade the items in the logic tab would be neat. Upgrading things like the rock converter or lever dispenser to do different things at different levels could be interesting.
The minigame I saw was neat, though if there are others, they could be a little more obviously triggered.
Do the extra foundations do anything? Or are they just there for the vibes? Either answer is cool. Maybe different foundations could have different effects on the helpers?
There doesn't seem to be enough going on with food, maybe have it so that way his hormone bar effects how well he functions? Like, if the hormone bar is too high, he can't focus on building things until you play a minigame and tend to it. Plumsuger could probably help out.
And by extension, maybe if Plumsuger hasn't eaten for a particularly long period of time, they'll stop helping too.
On the note of, lore, I found it a neat concept that the two have to work together to make certain devices, almost like said devices use technology one of them doesn't really understand, which could probably be further elaborated with more than two kinds of helpers in the future. I find the corporation that hired food to be a neat sort of shadowy figure.
I found it funny that plumsuger genuinely just eats rocks and that the best way to keep their hunger at bay was to like, station them near a rock dispenser and that food just never has to eat ever a day in his life
If there are future updates (which I know there will be) I absolutely look forward to seeing how they expand on the gameplay, mechanics and artstyle.