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myocytebd

64
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1
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A member registered Oct 23, 2024

Recent community posts

(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.

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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.

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"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?

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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.

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Turrets are next to useless, IMO turrets' population cost could be removed.

I think the main cause of overwhelming falling rocks is that rocks always do AOE stun and dwarves stack together, esp. when picking up resources.

I cannot move Skill Tree around in the download version (browser version is OK). Neither holding down left/right button, or arrow key works.

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Is there some hidden upgrade, or the game's pace is really slow? Upgrades' cost skyrocket, but runners' carrying throughput is extremely throttled by falling rocks, and turrets/beard aura is only marginally better than nothing.

The update makes it a gacha game to draw rock breaker lv.3 ASAP.

Looking forward to a sequel how the aliens will reply to Terran apes.

If there will be fewer golems, maybe golems can become bigger with each upgrade?

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The chance that golem digging at edge/corner is sort of too low, which makes the ground ... IMO ugly. (e.g. depth 500 vs 300 vs 120)

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Do shovel/pickaxe upgrades work on golems? (Golems can dig stones without 1st pickaxe upgrade)

Bad UX. It should be click/press to toggle crank lock-on, not holding down mouse button all the time.

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When I posted the comment, the level is 3x5 so there is nowhere to place it. Today the level becomes 7x5 so there is no problem. Not sure if you changed anything. (I defintely tried to place 1x4 on lava, but the game didn't respond)

"Getting Started" and stuck. There is no "wall", and the 1x4  seems-to-be-wall cannot be placed anywhere.

The browser version doesn't respond to any input.

The player character is so rich that he must be an enemy of the people. The ending should have his family executed.

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The polygon units are utterly aliased now. You should use some alias resistant rendering (e.g. well composed mesh or SDF) and avoid very thin edges.

The game should NOT pause on focus out.

Game quickly become unplayable due to unable to move/upgrade factory. There should be some way to:

- select factory underneath enemy base/factory

- move/config factory before level start

“Machines” UI is broken. It is a long list and should support hold-down scrolling, but it treats hold-down as click.

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Fun game.

Rendering/Art needs some optimization:

- Ensure minimal size of planet (to be several pixels large);

- Increase "contrast" of resource dots (comparing to non-resource dots).

“hold” is an annoying UX. This game need keyboard input.

u mean a background game with dreadful death penalty?