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myocytebd

95
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A member registered Oct 23, 2024

Recent community posts

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.

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.