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
PJOZeus
Recent community posts
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
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.
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
Not too much game
Once it spins fast enough or covers enough area, and you can passively generate energy, it's just free
Interest is a nice mechanic for going endless, but at it's price and strength it will never matter while you're still trying to survive and you're actively spending money to do so
Yeah, kind of not much difficulty, at all, but not sure what there is to do about that
Seems like a pretty bad game?
Next to no clue what just about anything does, weather is meaningless because you can't play around it (staying inside doesn't slow decay, scavenge is too long to take advantage of loot etc) even with airlock this doesn't change
Some wires got randomly eaten at some point? Which is a pain because I both needed them and they're hard to get - didn't make anything, they just went away
No clue what base did, water purifier and food synth seemed to do nothing
No faster than when first starting the game, kind of just a waste of time
If these buildable and features actually did something, I would ask for more tooltips - as it is, genuinely not sure they have a function to begin with
Also when you fullscreen the game, the actual game elements don't adjust to the screen size so it stays tiny and you have to zoom your browser
Until hunger, hadn't even noticed the main kraken itself
Anyway, lot of ghost particles whether that be scrap or fish- I'm not sure if they got collected or if I was robbed of the kill
If you rage too early the screen doesn't zoom out properly
Pretty sure both issues are rage related
Nice little demo, good luck with dev
Oh boy
- Difficulty ramps too fast for someone who doesn't already know the contents of the game (eg any amount of learning or discovery will quite quickly lead to a lost run)
- If an enemy is sitting on the tower, a villager coming back with a resource doesn't always get credit for depositing a resource before going off to fight. This is really bad with lumberjacks and such where you probably only have one at the time
- Game randomly froze, idk why, before first shield ghost
- Fullscreen would be nice? Itch should have a default option for it but you may want to move the steam plug as the button pops up in the bottom right also
- Rmb to move instead of mmb?
- Still not entirely clear on the balancing but it does seem quite harsh, you don't really have time to ever wait for upgrades, seems to want you to balloon your options, only buy low cost things, but this then loses so much time rolling, offences are lacking (can't build up synergies) and a lot of gathering time is wasted (plus the lost resources mentioned before) *Meteor+training seemed to be the answer, meteor killed last dragon, training mobbed large spider, pretty close to death by spider - Arrows are too expensive
- If going for higher cost upgrades, wheat trade pretty quick starts becoming a hinderance, needing to save up wheat but half your income has gone to gold instead, no way to undo, can't afford to just buy more wheat etc
Needs balance, prestige generation could be a bit kinder, there's a lot of bullshit dead ends, thought the ghost would be more helpful than he is (such as being able to do two things at once, or saving a copy of your previous queue of actions to do - also a pain that it stops after the first enemy and you have to find the head to restart it), would be good if auto complete had the number of completions/max at the top of the screen
A lot of the stats are just useless? Venom, strength, flight, fear - it gives the wrongful impression there's more to do than there is which is just aggravating and leaves a sour taste, whether post game trying to finish it out or still in the process of exploring chasing down the wings path
Barrier techs being a time sink that is never improved is pretty sad. Perhaps they would not be so bad if we had more prestige resources to spend on things like mana or power but alas that's not the case - aside from future patches, is there any reason to actually restrict our prestige? If this was possibly a one and done before it got so popular, it seems insane to have hundreds and hundreds of prestige levels available, when a 15 or 20 minute run gets you like.. one point, maybe one and a half, if you don't botch it and waste half an hour
Yeah, it's an ok game, needs some work, good luck
Would probably check out chapter 2 but do hope additional content to be more fleshed out than this
Tough game, couldn't get past like 88%, bottom left refuses to submit
(*Up to 97%, still rough. A tiny bit more time or a little less counter aggression and it'd be so much more free)
Could do with fullscreen (itch has a default option for it you should enable), as well as like an upgrade history to see which ones you have and just more information in general if you continue to develop it
Nice time, just wish I could have beaten it (without spending a lot longer to figure out what's going wrong)
- Better to invest in runners more, such as survivability. 'Cost investment is larger' vs 'runners getting more expensive' directly clash with each other. At the point where I feel I have enough materials to supply them, it would be a better purchase for me to dive into lasers to augment falling debris destruction
I haven't tested but I assume the early buy would be competing for space with Runners+ARLTS? Fairly certain that combo would be cheaper and stronger than bulls still, sadly
- Yeet is messy, that's probably the biggest reason. How much it leaves in the air (adding to aggressive reclaiming issue more), how much less efficient it as at collecting. Runners move faster than ore can be thrown, and they throw it over less distance - the travel time of the (yeeted) ore is longer (it feels) than the 'rest time' of the normal runners. If just running back is better (as you say too) then the 'Yeet' aspect of the upgrade, is a downgrade vs just the more capacity. Guzzler does help even things out (at more cost) but imo it's still behind normal runners
Oh boy, so..
- Bulls. Slow, expensive, terrible capacity, horrible throughput. They have no dodge that I could easily see, meaning they're hit by so many objects that their health boost is neglected, their anti air is useless by the point you'd have them and that's if they were free. I would rather buy more runners than ever invest in bulls. I suspect half of this is how many less upgrades they have compared to runners (and again, everything about them is very very expensive for bad value). Then we get to their slow unload, not affected by speed rune or boons as far as could tell, no prestige upgrades for the time being. - They're competing for a nieche which is (much) better filled by a different unit. I had expected them to be complimentary such as shielding or pushing a lot of the ore pile, they do not fit as what they are now
- Guzzler. Airtime, it's present with even normal runners, first 2/3 of their stack gets vacuumed down, last bit feels like it's in low gravity, hung in the air a dozen seconds before finally getting pulled in and removed, let alone Gorilla arms. Most of an ore's lifetime, isn't spent on the ground, or being picked up by a runner - it's just spent falling, either from the mountain, or in collection. Possibly more of the latter.
- Gorilla Arms. 'small CD' would not change anything, if anything it might make it actively worse. The only use of that upgrade is being able to have an empty inventory pretty much at all times. I imagine just about any CD would make it so that after their first throw they fill themselves up and return, nullifying the actual boost of the upgrade. Duration of intangibility sounds fine, but I'd actually be against force for the previous point. It would instead be better to change the *angle* they throw things at, getting you more distance for the same force and not just floating in space. (They also don't need any boost when right beside the Maw) - Perhaps non-collision could be gradual? Eg a long time when level with the floor, a short time at the top of the screen, and include a gradual shift for an item depending on height. Makes it so items near the existing pile get the time they need if they stay low, and objects higher up still have the physics and collisions and hectic nature you want, a 50/50 solution
- Runners. I actually wouldn't want to see Runner speed capped, without any singular upgrade such as Pixie crack or Rhino legs, or even their fanatical gem devotion, their speed would be perfectly reasonable for the stage of the game it takes to get there. I mean hell at least one of them is a prestige only resource and the other takes a lot of development in a different building (if not also a prestige upgrade). Their speed is helpful, compensates for other upgrades increasing their rest time etc, mythril armour and such still reduces their speed (excluding Rune of Speed, which is still fine up until level 50).
I read a handful of comments down before initially posting and I didn't see any remarks about aggressive reclaiming or force in this regard. Quite honestly I can't see how force would affect it in this way. Calamities that constantly jostle the ore around, sure, but no Pickaxe or Ballista or Laser force ejecting ores
Hope it answered what you wanted
Flamers are too soul intensive, bulls feel useless, Guzzler would be good if it had full height coverage at max level (anything that passes the threshold gets collected), still think Gorilla arms is an actively bad upgrade
Runners have a bad habit at higher levels of collecting and running so fast that they tunnel their way under the pile and return to the stash with only half an inventory to the face of their long resting time - perhaps they could be given extended reach later to collect ores which have at some time been resting still but aren't directly on the floor? - particularly worried about this in terms of mythril if it gets reclaimed too
~6M DPM
Lowest I had was level 3, in swamp which I don't understand, and again feeding it had no effect. I remain convinced it was broken, and I now have a lvl 60 pet (as well as 'finding' a lvl 1 enemy - also thought at the time, that it was feeding which would've given pet xp, based on what I was seeing)
It wasn't until unlocking Sterling that feed began to work for example, don't even believe I could change the Pet's fight area before that but unsure
Game is significantly worse since I last played.
You did not 'fix' "Instant converge meta", you nerfed the whole game.
Instead of 210K a minute and a clear path to climb higher, i'm instead getting like 20K a minute, if you're being generous. There is no gameplay happening in this disgustingly elongated time, and no impending way to make that significantly faster, not for hours. It's disrespectful to peoples time and disengaging. Will not be continuing.