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patsy4221

30
Posts
A member registered Nov 03, 2024

Recent community posts

Cool game!

I've got a few gripes on the assistant system though. First of all, the names really should be editable. The unknown color that may go completely against the name is a bit annoying. Also, since the locations tab is where I check my ingredient stock and as such, where I decide me and my assitants will go next, it'd be really useful if I didn't have to go to a different tab to assign the assitant's routes. A drag and drop feature would go hard. Also, more info on how many ingredients I should be expecting gathered should be given for each assistant.

More automisation should also, even if not given immediately, be had. Stuff such as auto-rituals and location sorting based on lowest material stocks (This one escpecially. Probably even a thing that is given immediately. I know I would have loved it). Otherwise, to maximise efficiency (a thing my mind is cursed to do), it require quite a bit of checking between different tabs, carefully checking prices, stocks, and assistant routes. All that stuff taking up a bunch of my time, when the most fun part is definitely blowing up some fields.

A bit less important but when fulfilling an order, the next order shown should be the one directly below that one, not the one at the top. Also it seems that when spending money in different tabs, the exclamation for each tab does not update. e.g: I have 300 gold, and one of the least expensive spell upgrade is 210g, but instead I buy my third assisstant. The spell tab exclamation mark does not go away, as it should because I would then be entirely broke.

Additionnally, now this is quite specific, but the lingering touch passive doesn't specify the current amount of days added, unlike the rest of the passives that specify their current bonus. Also, the order of ritual effects should follow the order of rituals in the ritual tab for ease of recasting.

Oh and maybe remove the brew time in the potion tab. It smells of a cut feature that wasn't entirely scrubbed. Also, I got a new level after the game ended... and it gave me 'new' potions? Seems a bit weird, especially if one of the previous comments of regiving potions is true, since I was meant to have already unlocked everything. Should give a message like 'Nothing to see here' instead

A bit saddening that the middle was so orginization intensive, leaving me feel a bit like I was doing a chore so I could finally get to the fun part, but the end where I was God of Destruction, lush in my spoils of war and destroying fields with explosions, lightining and floating orbs was pretty fun.

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Cool game! Very fun, but I unfortunately encountered an OOM error before I could finish it. The fact that nothing saved  (playing on browser version) somewhat dissuaded me from continuing. I'm playing on the brave browser, and was in the middle of taking a snap of a few cats. Seems I'm not the first to encounter it...

These are the logs from the console (reversed order):

First of all, cool game. I played until I became a 'serious farmer'. Although that title is a bit confusing since my reputation was 'serious farmer', and yet I had not yet completed the checklist (which I did complete BTW. Kinda grindy).

I've also been looking at the development log, and the shop thing is certainly a great idea. Currently after the third upgrade, my money became virtual paperweights. Honestly even a shop that lets you buy criminally overpriced seeds would have been cool, just so I could easily decorate my island with cool trees, or experiment with what's the highest combo (I got Pink for best, but I really wanted to see what the two last ones were :( ).

Also, when I started getting 12 cards, I really started wishing that it were possible to automatically sort the cards based on their combo level. I generally like meta upgrades that give quality of life upgrades over percentage and addition type stuff, so a sorter or an auto combiner, stuff like that would be cool.

Also the explanation of the skills should be a bit better. Adjencency is a pretty vague concept in most people's brains. Is it 8 directions adjecency? 4? Does it cross rivers? Does it count trees on the opposite side as if it were a spherical island? Most annoying of all it seems the definition changes between the upgrades. For chaining together it seems that it is 4 directional, non-river crossing. However for variety, it is river crossing (still 4 directions tho). Now maybe it's for good reason. After all it is significantly easier to chain than get variety if they were both river-crossing. I'm sure I could invent up a few more ways why that could have reasonably been done. But the point is that it should be explained, because most people (including me) will just assume something and make stupid decisions until proven wrong. The recommend way is generally just to take a few pictures of your game, show what works and what doesn't, then shunt it into some little question mark button in a corner reserved for the curious.

Continuing on, let's speak of the difficulties I had realising the previous point. It took me quite a few tries to be able realise I could see the description of bloomed trees. I had tried a few times to see exactly what my chain bonus was, but couldn't see any description. About 20 minutes in, I accidently paused a little on the corner of a bloomed tree plot, and lo and behold, a description with the bonuses. This is... not great. The fact I need to focus on the *corner* of something generally indicates that the game is not very polished. Personally when I want to be able see different levels of info in one spot in a game, I generally like it when the scrollbar lets one change between levels of info. So, switching between no info shown, foreground tree info shown, and background tree info shown (Yeah the overlapping makes acquiring the info of some trees occasionally impossible. Not cool). This would work doubly well, since it gets kind of hard to see some plots when there are too many trees. So a scrollbar could be an easy way to switch between transparent mode, when all the trees have a significantly lowered opacity, and normal mode.

In the end, other than the final grind (Just filling the island entirely, then harvesting for 50k each time), twas an interesting time. Needs only some more time invested (I hear more of that is coming your way).

I like the game, it plays well, seems correctly balanced, and the core of it is fun to play. I even did a Hardcore Foil Deck run! I thought that was the coolest and hardest thing to do, till I saw the utter bull of the Master Deck. Ugh, I get shivers just thinking of that mess.

On the other hand, it's less heavily focused areas clearly have some issues.

Let's start with the reason I'm making a comment instead of just sending a bug report on the red bug button. To my knowledge, it works. Whether when I press send it actually sent I have no way of knowing. No 'This has been sent!' message or some such message popped up. However, significantly more annnoying is that after sending it, everything I've written for the bug report, STAYS on the bug report. Now I'm not sure how it receives bug reports. Ideally, it would reject identical reports, and would be capable of receiving multiple reports from the same session. However the lack of text clearing dissuades me from the idea that the coding is 'ideal'.

Speaking of ideal, let's talk about why I was sending a bug report in the first place. I originally intended to copy paste the already written bug report, but it is impossible to copy from the game. Not an uncommon phenomena, and not a complaint on my part. After all, in an ideal world I would have no reason to copy paste in any case. Here it is:

TITLE : Codex: Decks; Incorrect Status

WHAT HAPPENED? :

In Codex: Decks, the starter deck is correctly described, but every other deck says 'You have not used this deck yet'. Ive tried winning on easy, on normal, on hardcore, and losing, all with a mix of Old poker, Sword deck, Master deck and Foil deck. Yet seemingly nothing can convince the codex that I've played a different deck.

Reproduction Steps:

1. Get a different deck

2. Play it (win or lose, no matter)

3. Check Codex: Decks

4. Be astounded at a lack of tracking

END

I hope you enjoyed that, it required quite a bit of tab switching. However, I will not be doing all that for the next bug.

In Codex: Enemies, the tracking seems a bit off. For example, I have encounters for 'The Guard' at 3, wins at 2, and losses at 0. Now, I could accept the difference if I had at some point quit mid way the Guard fight. And yet, in not one of many runs, have I quit mid way a fight. Bizzare, but not a very important statistic, so I simply wanted to point it out.

This one will not be a bug, but rather an implemention I wish to see added. In Codex: Cards, there are A LOT of cards, most only sightly different from it's neighbours. Now I'm a bit of completionist (Mayhaps the reason I've noticed exclusively Codex bugs), but it would be incredibly hard to collect rare cards since no hint is given as to which cards to look out for, rendering it a task of frustration, having to write all of it down somewhere else (remember, no copy-paste), and then go through a process of elimination for every encountered card. I enjoy the frustration of a good challenge, but that seems a little overkill, even for me. So, I would recommend adding a little exclamation, symbol, or message denoting for every card offered in a run, if it is a 'new' card or not.

If you read all of that, I hoped you enjoyed my ramble.

Pretty fun! A pause button would do it some good though. Was kinds annoying that whenever i wanted to 'pause' during a mining run I had to run all the way back. Sure, the whole map can be run through in like ~1 min, but that's with max upgrades (which I got, all hail the Oxygen God. Amen).

Ive seen other comments, and it is defintely annoying to run back and forth. Considering the time to run back, it's definitely a mental thing, but still important to address that to make a more engaging game.

At some point I started making a one-block path across the map (got around 50% before deciding to finish the game), and only moved in a straight line when exploring. Definitely made the final part a bit less interesting, cause I made it : PRESS DOWN for exactly that ~1 minute.

Oh and I totally wouldn't mind that it if in a future update, any bullets missed would stay on the map to be picked up later. Felt kinda bad to just lose even the few bullets I lost (even if I had more than enough). Definitely not as important as the other points though.

Cool Game!

Was fun to progress through, even if a bit grindy if you decide to 100%, having easy mode never turned on. Wish big droplets didnt reduce the total amount of droplets on screen (bad for money making). Also had hoped that full upgrades would render personal heat useless, but the run died at 'Good Luck' without assistance. Cool Game

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Cool game. Not great at it, but practice makes perfect

Ahh, a surprise jumpscare deathcounter(356!) right at the end. Love the Celeste inspiration. Great game! Definitely more of a puzzle game than a platformer compared to Celeste, although a few jank solutions hasn't killed anyone(well other than that frog... a lot of times).

cool game. fun little completion challenge. I liked the progression aspect, especially at the beginning, before the blur of differently colored balls flying occured.

The exploit was indeed fixed. Not before I found the cap to quartz collection with a bit of alchemists's stone tomfoolery. Made 100%ing the game easier but (i find) no less enjoyable :)

👍

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cool game for the most part. kind of a time-waster at the very end after all of the star chart upgrades are bought, just left hanging in the background(oh, and to the point of a previous commenter, by background i just mean in  the corner of my screen, since leaving the tab does bizzare things). Also, the 'Project: Genesis' text was not scrollable so i didn't see the directive. So i wanted to check in the codex, and it was equally unscrollable. ugh. to be clear, im playing on the web version, so such errors may be web exclusive, idk.

i liked the little comments on each recipe. i am groot :D

cool game. might be a web exclusive problem but the lightning sprite was a purple square and the storm upgrade had no description.

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Great Game! Short but sweet, short enough to make me want to squeeze out my own version of 100% (all possible upgrades for one day). Through that i've discovered a peculiar bug.

First of all, by sticking all the stamps on one of the packages in my shed, i get to keep over all my stamps. The fee for keeping one package in my shed is totally fine compared to worrying about having the correct amount of stamps.

However, to my annoyance, and this is the bug part, when unsticking a stamp, it is not treated as a stamp to the stamp sorter. This is resolved, eventually, when you get the poster. By sticking them on the book, then unsticking them, they become real stamps.

An annoyance to be sure. But much less annoying then doing my own stacks. An appropriate punishment to cheesing the game, but it would still be pretty confusing and frustrating to a casual player.

Oh, and the poster itself is *really* finicky. Sometimes i can't go near another stamp, and then a bit of finangling later i get to place it there anyway. I'd recommend grid-locking it, or at least giving the option to do so

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Cool game. I feel like I should preface this by saying I'm playing on the browser version. Ah, and I'm also aware that newer projects take precedence but I did come across this in my first 20 seconds of scrolling the adult tag (I also don't know how the viewing order is done on itch, so this may mean nothing) - and I really like ranting. ok :

I find it weird that freeze is forever, even though the tooltip - and the pause button tutorial - mentions that it should last 2 turns. As such, i just freeze everybody - who doesn't get one shot - and heal. Makes it a bit easy and - even more egrigiously - formulaic. Also means that I dont need to care about health. Just freeze from highest dmg -> lowest dmg. Only thing that could get the neurons firing is rerolls. Unfortunately, the real reroll is bashing frozen enemies to get a good heal number. Ooh and maybe after fixing these issues it might be a good idea that when hovering over healing, the damage you're about to take is instead replaced with the amount you're gonna heal minus the damage to take. Should be visually distinct though, maybe put parentheses when showing the total value. Maybe even - if you're feelin' like it - showing green if heal > dmg, red(reason for visual distinction) if dmg > heal and gray if equal.

Oh and the 'active upgrades' should be something like 'Ice x15 Fire x2 ...' instead of 'Ice Ice Ice Ice Ice Fire Ice Ice Ice ...'. I also feel like special upgrades such as healer and wheel should be seperate(Speaking of wheel, introducing it as one time - which sounds as consumable as the defence upgrade - makes it sound undesirable when it's undoubtedly the best upgrade. Made me skip it a few times). Little icons for the upgrades would be cool. Simply adding it to the top instead of in a button might also give a bit of life to the screen. Oh and definitely a timer to the defence upgrade, should also be seperate to both special and elemental upgrades.

Also the fact that elemental upgrades are pointless after 10 of them is kind of annoying. Maybe replace one of the other elements with the one picked. Otherwise, it's defense/health > literally anything else = useless. Oh and since health gets better but defense is static(excluding enemy n° because it because it quickly just becomes 4 and no more), health eventually greatly surpasses defence.

Ah, and eventually the pictures of the enemies become total black (I assume assets are not loading). Also leaderboard is not loading.

Oh and the settings should have a reset button. I like your green - and it fit with the background of the page. It is unfortunately now lost forever (or you know, I could reset all my progress but that seems drastic). Also the buttons on the settings package (color picker & color wheel picker) should not have the same background as the color picked. Makes it hard to see for some of the colors. Oh and the font makes it so, visually, 7 = 1.

Finally, what does poison do? Apparently only one stack is applicable and it adds +5(in green) next to damage to take. First of all, why is poison associated with green and pluses. Makes it seem like a heal. But really, I'm just curious why it doesn't do anything to my health when I'm not taking damage. I'm pretty sure 0 + 5 = 5 not 0. I did the math and when taking other damage, it does take effect. I just don't know why it would only do it when taking other damage types. Also, just as infinte as freeze. Actually wouldn't mind stacks and sticking through different battles. When I have 5000+ hp and the enemy's minimum dmg is +30, 5 poison dmg seems kinda pointless.

In total, good game, needs a bit of polishing, but that's fine. Mostly played the game 'cause I like ranting/critiqueing. Also was hoping for NSFW 'cause of the adult tag but I can go for some good 'ol gamblin'. I did play until latest update(ya know, poison enemies), lvl 53 specifically.

futanari

Look at Forge135's comment and replies

Wiblurneko182 found the answer in his posts.

the name of our species

the answer is in the caption

One of the cardinal sins

Just trying to be helpful. Fully aware the hints are shit. I literally went through those exact words you used, before finding the 'right' answer.

Think mythlogical creature/people

...its noise

It was meant to be alien. Getting the answer to a different hint does not change your current one

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So, I have found 81/81 words.  Also for general feedback, when choosing a hint, the word should be adapted to the hint, not the other way around. An example being 75. Oh, and the answer to 44 is in the intro. Noise; Human; Arachne; Grow; Cuddle; Ass; Oral; Anal; Orgasm. All words that have been simply removed to us. Cool. But, i do enjoy the fact that now costumes are easily put on again. Can't help but feel that loading is slower. Might just be a while since i played a game with such a long load. ¨\_(-_-)_/¨

It's Futanari BTW

It's the Google Translate paradox. The opposite of Evil is good, however the opposite of good is bad.

me