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myocytebd

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A member registered Oct 23, 2024

Recent community posts

This game is getting worse with each upgrades. More bugs, slower game pace... Golems are ~100x weaker (count in price) than pre-0.2.

(browser) broken build. click upgrade tree icon doesn't buy upgrade. click "outsider i" for a while, and displayed cost from "FREE" => <a huge number>.

"wider beam" does not work, or does not match the description numbers.

It is tough to locate the mouse cursor.

It's sort of late to unlock, thus the confusion. IMO it should show up together with dice, other than "???".

why helpers only roll classic dice?

e.g. Keep clicking on castle to produce gold can be replaced by: A. hover on castle to produce gold; or B. click castle once to begin produce gold, click sawmill to switch to wood.

(1 edit)

Repeated click or hold is always bad ux for mouse+kb -- should be replaced by mouse hover or button/key toggle.

Fun design. But the game pace is slow and increasingly slower.

BUG: sunstone count becomes incorrect after certain stage. Initially, there is always 1 or 2 sunstones as the upgrade describes, but latter it is usually none (0-2 sunstone while upgrade says 3)

"wrist protection mode" is not helperful -- it should have some true relax mode, like hover to repeat scratch one place, or better hover to repeat scratch whole object.

Chickens are consumed really fast, no matter how many dogs are there.

"One-shot" prestige point gain nullifies automation and point bonus.

In the post-Jam version, game pace is awkward -- the scout/food upgrades are so expensive that player must save every bit for it.

Whistle doesn't do anything in late game.

Scavenging doesn't drop any items.

Try pressing "Enter" key.

By prestige reset, you make it more roguelike than incremental.

Races from invisible area / invincible pole can quickly overwhelm the races in the visible region.

I'm wondering if it is possible to finish in day 8. The max gold I got on day 1 is 76.

Maybe day 1 80 gold is possible with:

R

II

I

(1 edit)

AFAIK the first incremental game with speed control and reasonable performance.

Might be the only incremental game programmers who know how to code/how to UX.

In addition, golems are extremely weak. Essence*2+Clay*35 get 0.8 essence/sec at depth 130, only 1/5 of the passive 4/sec generation.

- Golem is bugged at snow. Snow that can be removed by single click, takes golem hundreds digs to remove.

- 2nd shard Terranite is magnitudes harder to get than 1st/3rd shard.

This game should be x10-x100 faster.

Evolution resets almost all, but gain is next to zero (only unlock stuffs). No motivation to evolve 2nd time.

Golems are underwhelmingly weak and overwhelmingly expensive.

Essence*11+Clay*16 almost stuck at depth 50-150, with 80+% cells covered by snow.

peebo quickly overflows, and all things goes buggy.

The control is abysmal. Choosing the "pivot" and swing obviously should be two separate operation.

Please add a mode to play as the dragon to wipe out the kingdom.

Planning ahead doesn't make sense because map is covered and goals/winning conditions are not known ahead.

- How the roads work is not defined: buildings should be connected to what? dock? camp? or initial roads?

- It is terrible that roads/buildings cannot be moved around.

(1 edit)

no such setting in demo 0.5.1 and it still requires holding button.

----

OK, it is no longer essential because automation is feasible in 0.5.1.

The windows build apparently doesn't work.

> Error: Couldn't load project data at path ".". Is the .pck file missing?

> If you've renamed the executable, the associated .pck file should also be renamed to match the executable's name (without the extension).

Godot pck embedding is buggy, maybe avoid it?

What gives "green square" in addition to quests? It seems that upgrades require lots of "green square", but quests don't give much.

BTW IMO upgrade icon should be styled to indicate both completion status and resource type, e.g. blend/overlay for completion, border color for resource type.

Good game. BUT on the "you win" screen, the avatar image is offending.

(3 edits)

"Essence Conversion" seems to extremely underwhelming, given how fast power -> essence rate decays/diminishes.

Since essense -> buff is already diminishing, essence gain should be run-to-run flat. There is no point to stack diminishing costs.

What does "Essence Conversion" do? I couldn't see any effect.

Is it for essence-to-buff or progress-to-essence?

(3 edits)

Interaction is sub-optimal:

- Zoom should has a hotkey, e.g. ctrl + "+/-"

- Zoom should never be reset, e.g. by new building

In addition, collectors are way too stupid to scale out. All the prioritizing policies are useless.

1M/min is impossible with full upgrades and too many trappers. Cuisine always overflows.

(up to 0.8M/s with <40 trapper and without +capacity; with >50 trapper / max +capacity / multi recipe, food rate collapses, down to <10K/s, if without manual intervention.)

The latency from user input to actual display can take several frames and is fluctuating. The way the game works (if it doesn't "lie") depends on measuring a uncalibrated "latency", which could be random on higher precision, and more likely worse: due to systematic errors, a distorted distribution that is much likely to result in some latencies than others, on a specific system.

The latency/jitter of 3d graphics pipeline is pretty large (and even larger for a game), such "single point sampling" isn't a quite reasonable idea.