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PJOZeus

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A member registered Oct 29, 2020

Recent community posts

Strategy mode is not viable. The economy does not allow it, it hardly allows incremental unless you get lucky with what enemy types show up vs what levels you can rush through

It's an idle game first and foremost, an autobattler.

If you have to put that many "it's just a demo" messages in the game, maybe that should flag to you not to lead the player on.

Ability to downgrade or something like that should've been a priority fix - fully maxed out with every upgrade, unable to reach the cave at all. Wouldn't have known there even was prestige without the comments here.
Meanwhile having to do it all again, able to reach the cave without even using coffee, just by not buying spawn rate *or* miner speed upgrades. (focuses them into a single tunnel more often, full speed spread out more)

Seems like an awesome little game, will be good to see it a lot lot bigger, appears to be going in the right direction, just remember to develop depth (more functions for what's already here) as well as width (bigger map, more things) - very easy to spread out and everything to feel less dense in dev

So, same two bugs everyone else has mentioned, but then also would love some collection upgrades, and drones are far too slow and weak to be useful
Oh and the non-existent weapon levels of course

Town is interesting, nice bit of slavery
Everything else, *everything* is too slow - Prestige gain, trade, even just normal dungeon fighting

And for some reason, forge refuses to level items beyond level 1, iron got to level 2 but then stopped there also

(2 edits)

Honestly this was a really good game. I experienced a few bugs toward the end with resources not spawning at all or spawning differently each time after loading autosaves - and I wish the ending had been written a little tighter (discussing information I never learnt in the game, such as how long it had been) but these are things I can definitely overlook

Some post game bonus notes allowing you to read the various discussions of options you didn't choose in game would've been nice, interrogating either version of gail in a different manor

Also a little annoying (but not major) that choosing the second ending option forces you into [Ending 2] instead of the choice between 2 and 3 like the next option

And lastly, in answer to the final moral dialogue of the game - it does replace what came before. Maybe this matters less for dime-a dozen ai, although still a little - but for unique ai or people, this is a real loss on the level of killing someone. Life should not be made or iterated on, it is born and grows. And sometimes, whether ai or sociopath, it can be born wrong, sadly.
(Simplified the last paragraph, would spoiler tag if itch made doing so easier)

the pause is a nice qol touch

So how much of this is ai?
The description clearly is and the scaling is wank

So boring to limit the weapon tuning, there was no need for that
Game is entirely beatable with only 3 items, becomes a bit pointless after that - (Homing, Ricochet, Reactor core)
Pretty much all the prestige upgrades feel like they do nothing

Won't be coming back for chapter 3.

Is there meant to be an ending? Didn't get one.
Assume when you finish the other segments, something is supposed to pop up in the middle. But there was one or two segments which seemed to almost skip over a whole section of building and I worry this broke something.

Seems ripe for a more fleshed out sequel

The cats were heartwarming, thank you, and props to the maker

Not even saying it's a bad thing, the company has abandoned the game for a long time now and it's not even trying to capture the same particular nieche
Was a good game, played this a fair bit - soldier meat is strong and expansion is too punishing without it. Don't do nft.

Good luck

Is there a starcraft trademark that expired or something?
As for actual commentary though, the artifact is bad. In every way, none of the options were good - the one I chose, I thought would be 'this affects your current stats' not forever, not 'will get rid of future upgrades too' kind of thing.

The game being ai is very clear yet buried in a devlog instead of openly stated on the main page or in the game.
It's use is dissapointing.

The ending was weird, not bad but weird. Personally didn't struggle with it, but could see an argument for adding another tier to help people *eventually* overcome it easier

Other than that, the tier system felt a little too restrictive but a good game overall

Why are there so many starcraft clones all of a sudden? Did a trademark expire or something? Did it become public domain?

Still crashing. Actually worse this time due to also losing the ability to copy paste for a while. Not sure where or what the error logs would be for the game, don't think save string would do anything since it's fine after it crashes (not like you can load the bug)
The anomaly field game can be unwinnable and still isn't skill anyway
Have wanted to play the game, would've been nice, it's too unstable.

Lets hope it's the one this time

Yeah so it's still there.

Is it fixed yet?

Actually thought a mining rig was needed to start doing mining trips, looks good

Most of the problem with economy isn't how oppressive or long lasting, it's how simple it is. Or how easy it could be for someone to get unlucky early on and have a vastly harder time paying it off (especially while they're learning the game)

Something very very basic to increase the complexity, which i'm not advocating for, merely discussing, would be to 'force' the player into a negative spin to begin with (debt grows faster than income), forced to save up and buy some sort of other equipment or long lasting debuff (reputation as a criminal) and only at this point their income outstrips the rate of growth

Hell, if the project goes a long way, it might even be valid to have a small basic explanation of how to pay off debts - saving up to get an income is good, but the more you pay off, the more take home income to pay it off you have also

Nice idea but between not being able to tell what upgrade prices are, a whacky economy and just not being sure what most things do - doesn't feel like you have much agency
Stumbled through it and cleared the debt off pretty quick, fun idea, just needs *more*

If you're dropping browser compatibility as it seems, you could at least have the stones to say so.

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Can confirm the 'can't drag' bug is very much so still in the game
Doesn't appear to be crashing the whole browser off rip, which is an improvement at least. For now

More so just earlier but yes - you won't find it before you're already familiar with all the games

Perhaps a module to learn the minigames in your hideout instead? In order to make runs feel more isolating as they should be

Capacity wise foremost. Text isnt the easiest to read (even with enlarged text) but there's other ways to view it like clicking on it so that's lower priority
You're encouraged to have a backup loadout or two, so that if you do die you aren't reset back to almost the basics, but it clogs up inventory - so either some dedicated slots for at least one spare loadout, or possibly some more space dedicated to Rads/Meds would likely go a long way in alleviating the issue and providing whatever scrap or variety we need

Just to add to the crash issue, it doesn't seem to affect other instances of the browser (other windows), but it can be left for hours and the dragging is still broken. If I try to drag something in another tab of the same browser instance, it will crash all browser instances

After a while, some bug happens, and it stops allowing me to drag things.
What's worse, is that it doesn't just break the game, it breaks the whole browser, because you become unable to drag things outside of the game too, and it (the browser)  eventually crashes.

2nd time this has happened to me, both looking in my stash, don't believe I was pressing any other button (such as shift) when it started either time. (Win 11, Chrome)

In general, the game is a little slow, takes too long to get to automation, and it feels like minecraft in regards to how tiny the inventory is. Will keep playing, because it does seem like a good game - but getting sick of the crash for sure

Not even sure this can be considered an incremental
There's no number, no growing rate of progress, not accomplishing more
Just progressing at the same rate, doing the same things, for the same result

Bit sketch that Enrich is much weaker than Nutritious despite the tooltip (even on the building it applies to)
Other than that and half the buildings becoming obsolete, was a nice one

Also crashing, no lag, 32GB
Save data isn't getting wiped, even keep the xp for the fish, but no gold.
Seemingly levelling up the zone makes it implode, as zone xp is not salvaged.

(3 edits)

Good to start, don't like the ending segment of kind of University and beyond
Would also like some more information about what anything actually does

*Also for Growth to not entirely rely on Tax - In real life the money doesn't just disappear if the government doesn't seize it, civilians are still using it to progress - economically, population/welfare, some degree of science in their specific fields etc, and would be military too if allowed

*Addendum - Lost general at one point, was unable to get a new one, all military options were locked from me.
Seems to happen when (particularly on high speed) multiple heads of state die at once, only allowing you to recruit 1 of 2 back.

"30 barracks"
Takes turns to spawn units - 5 turns for a commoner, 3 for a recruit
Turns mean they get stronger. 8 pages of units die, seemingly without killing one enemy.

If someone like her is a good person, they're generally really nice to meet
Unfortunately rare to come across them, and sort of unlikely to know if you did, but often a good time

Milestone perks (40% health, 40 flat damage) helped most, but eventually they are just stronger than you can ever be
Difficulty scaling sounds like a very strange bug

I would have to assume so because I don't believe that would be possible against what I faced, but I also haven't heard of difficulty scaling (of all things) being different across different systems (Windows 11, Chrome, to be clear)

I'd start losing goblins by about the third battle, of course they don't respawn so losing more than 1 per battle means you're weaker than how you went into the fight.
Even with full perks, pyromancers, 30 odd barracks and high level spells - fights quickly became completely one sided (for them) and unwinnable in the traditional sense