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myocytebd

106
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2
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A member registered Oct 23, 2024

Recent community posts

Relaxing. Feedback:

- Stuttering on firefox.
- Later game pace is sort of slow, and I would suggest add support of a global speed scale.
- The rocket model looks more like a bullet than a rocket.

Interaction experience is abysmal due to resource collecting, esp. due to starting mage/carpenter shoot behind/random.

why the roosters don't need to eat? (i want to famish it)

Fun. But:
- Screen shaking is an abomination. With 5 bosses, the game is unplayable.

- There is no visual feedback that orb gets hit or boss gets hit.
Current game is unlosable cos lv.1 knockback can kick any number of boss off screen, but beyond lv.27 it is too slow to upgrade and too much screen shaking.

both

Focus change on new building/goto definitely should NOT reset camera(scale).

UI should display {slime-count}/{slime-count-cap}.

I think jumping could save the progress after a few jumps.

Fun. As the game is real-time, it had better support hotkeys to allow spamming several kind of attacks in short time.

Overall fun, but jumping is neither incremental nor puzzle.

(1 edit)

Now the demo is no longer beatable. Insufficient damage to take down 2:00 boss.

hmm, should there be some text telling that it is the end?

mutation x => a pinata appeared => beat it a few times => it disappeared, and game no longer advances

"/ Min" stats is either bugged or averaged over a way-too-long window.

Yes, spray without click (now 1 click), foam with 1 click (now 3 click, switch-apply-switch).

Resources buttons should always display even if it is 0. Now it is not only annoying (flickering), but also easily lead to miss sell because resources buttons changed position.

Very tiring control. It should be hover to spray, button/key to foam, button/key to change radius (can't observe the effect of change radius) .

what does brass/lead drop do?

Broken control in firefox. Camera keep rotating without mouse moving.

Not the 1st sector. It was dead loop, no fleet loss, domination raise to 100% after deploy then drop back to 0%.

Fl

Flawed system or implementation.

Impossible to dominate planet: deploy to planet => domination raise to 100% => domination drop down to 0%.

Units auto returns before a planet is actually dominated.

(4 edits)

For example, I ran into these bugs in a single run in 0.2.2 download version.

1. Golems don't trigger events.

2. Pickaxe doesn't unlock. Its unlock condition doesn't make sense -- instead of reaching rock depth, it requires acquiring rock. As a side effect, golems will never unlock pickaxe.

3. Golems cannot remove snow.

4. Golems eventually stopped dealing damage to blocks (at 3xx white blocks metalic-heart). Depth remain same, and statistics doesn't change. Statistics occasionally update, possibly due to the tiny chance super crit (golem damage rate < 1% player damage rate).

5. Golems statistics is probably too low. 

23 is old bugs since 0.2.

1 is one of the reason that 0.2 golems are so underwhelming (and pickaxe bug).

There was some old bug of blocks keep being unknown on acquiring, which might get fixed in current version.

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.