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myocytebd

47
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1
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A member registered Oct 23, 2024

Recent community posts

(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.

(1 edit)

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?

(1 edit)

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)

(1 edit)

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.

(2 edits)

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.

(1 edit)

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.

(1 edit)

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?

I couldn't find a way to pause the battle -- if there really is no pause, it is a critical design bug.

Casual and fun game. Looking forward to updates.

- Soul Ash seems to be an outlier.

- (Bug) Golem output is sometimes incorrect: e.g. on lv350+ Gloamclay tiles, golem often doesn't dig Gloamclay? (mouse down does dig Gloamclay)

- (QoL) Holding down mouse is tiring. Please make digging=hover on foreground, and digging=set on tile on background.

- IMO "Event Aggregator" should be significantly buffed to make game pace varying.

It is horrible that hold down space cannot keep shooting.

>> Make it to the top with any meaning left, and you will find happiness.

Why do you mislead players? This is exactly the opposite.

As for the wall/tower problem:

- (map 3) Wall requires highly upgraded tower to survive.

- Wall/tower requires highly upgraded hero to build/survive.

Then end result is that hero alone is superior -- less talent points required, and semi idle play is possible.

Wall/Tower is unlikely to have any use until talents are almost completed.

I assumed the progression end of grinding is level-200 or all useful talents (that is, all minus damage), which is slow. If the progression end is to map 3 level-25, then it is quick.

(1 edit)

The grinding is horribly slow, and tower/wall is completely useless for grinding.

Fully automated build plan is required to make this game playable (as a TD game).

The game is bugged that quitting abyss by rebirth does not clear abyss flags, leaving player's level exp significantly handicapped.

What/Where is "formation"?

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For the "not picking up" bug, IMO you had better add some verbose tracing so user can send the log to you (maybe hard for unity webgl).

One wild guess is that there is a not-robust detection for garbage to be "static" before being picked up (maybe y speed/acc/movement != 0).

Or a workaround is to make the mouse pickup easier (first try default collision size, if nothing hit, try collision test with bigger size for a few times).

- The data/save is semi broken around the new train entry.

  Train - discount seems to corrupt save and data is messed: when discount level is 0, it shows "payroll", when level > 0, it shows "discount", with most ui broken/malfunctions.

- Old bugs of bad peon execution is not yet fixed (e.g. some yellow yard or garbage is never collected, until game load).

(1 edit)

The weird "Building Upgrade" (with incomprehensible description) reduces building upgrade cost to negative.

dismiss -> (save) -> load. All characters in the team with the same type as the dismissed one disappeared.

"Dismiss" is still horribly bugged -- previous: failed to dismiss; now: double dismiss. Have you ever tested your code?

(1 edit)

Things become hilarious when teams get to level 3. Wealthy veterans walk through it, and poor new guys die like flies. It tooks me about 100+ corpse to finally get 3x5 "graduate" members, and there is no mage -- every of them die before grow richer.

(1 edit)

Full screen in browser (chrome) lead to incorrect scaling (e.g. moon is obscured by crt edge) and incorrect mouse pointer. (actual click point is somewhere between screen center and mouse pointer position)

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The many cloned peons seem to have a higher chance to get stuck, and often in the same/nearby place. It might be the reason that you think fewer peons are spawned.