I took it out to balance and to put in the final version which will be desktop only. currently out on steam but will bring to itch once I finish all of the updates and bug fixes from the steam launch
Peebly
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You can totally disagree. I don't want this to feel unfair or slimy, but the whole point of making this game was to help me pay back my student debt. Making this game is a part-time job that I do after a full day of teaching, and I need to recoup the cost of the hours I've spent making it and the money I used to pay artists to help create it. How would you suggest I proceed? The plan was always to use Itch to test and then to sell on Steam.
thanks for watching the video and for playing the game! I’ll look more into balance and pit selling. When you sell your pit does keep ticking away deaths in the background as you build a new pit. It says in the tool tip and the message when you click sell, but I do agree it’s not clear. Any ideas on how it could have been made clearer to you?
weird bug about the values. What were you doing when it happened? I’ve never seen that or heard from others who had played this is a new one.
The art for the nukes is coming along, just taking a while to get it right. Also been making YouTube videos and a devlog coming out tonight! Sub on YouTube for up to date info!
https://www.youtube.com/channel/UCHvbLvoUAIj6RrEme8V3lxA
excellent feedback as always. Auto worker save is on my to do list, and will be implemented, just havnt gotten to it just yet. It’s like of annoying to do so I’ve been procrastinating.
Was wondering if the selection color was too dark. Will experiment with different colors. Dynamically channeling the button theme text causes some annoying bugs… will look into solutions.
I’ll be interested to see how you feel after nukes. I also want to implement more permanent upgrades that augment machines or, allow for big break throughs the player needs more huge goals to strive for… if you have ideas for this let me know.
An example would be an upgrade called Agonizing Ash pile and it would “lower dark glass cost by 2% for every 1000 ash in your inventory”
I think a bunch of perks like this might be fun
let me know what you think and thank you for all
Of your play testing and feedback. Let me know if you’d be interested in a Steam key for the final versions of the game. After nukes are released the the game is balanced I plan to develop the rest of the game as part of the paid completed version
you’re awesome! These are great. The transcendence/new game plus would probably end up being in the paid version of the game, but is planned.
I’ll add some scaling to the send button on the mine that sends more at once for when you get really far!
more pit upgrades coming after the next two big updates. I’m adding the last two machines… maybe I’ll end up adding a research center like you said in order to unlock more pit upgrades… the numbers are going to change a lot when the new machines are introduced
thanks to much for playing! Having a blast making it!
thanks for the feedback! More content coming this week and more the week after that. Your idea about a threshold for the lightning is noted and will be implemented. There is too much ash and heat alter on and this is a good way to fix it… maybe I’ll make it so it only pulls that max amount that the heat meter can hold…?
let me know of more ideas for content or features if you think of any!
Good feedback... You're right about the buttons. Will move them to the right.
People were asking about the threshold, and I hard coded one to see how it would feel. I feel like adding a toggle will make the UI too cluttered. But it should be an optional threshold as you say.... hmmmm ....Will look into toggle placement.
Each stack of what good human? Stats will be added later for sure. just want to make sure i have the base game solid before i start writing scraping algorithms... The new update coming later(today,tomrrow?) should help with the capture issue. someone else asked for a threshold toggle. will look into that after the new update.
Thank you for the thorough feedback! Im working to make a smooth progression to a definitive end... I don't want people to play for an hour, hit an exponential curve and win. I want it to feel like a satisfying build over 3-4 hours. To this end I plan on adding more ways to execute that satisfyingly leads you through a hypnotizing upgrade progression!..more QOL coming for automation first. Check back in a few weeks and it'll be a very different game!
Super helpful... sketched out some big updates this morning that should be out later in the week. did a big balancing playthrough and have tweaked some values. lightning room mini game will be removed in favor of a new mechanic, and a sub grease room will be added to extract iron from blood to generate some extra iron to help ease the bottleneck. Thank you for you detailed feedback as always!. I'll look into the UI scaling issues as well.


