Saves were broken*
PJOZeus
Recent community posts
No worries about the bug, doesn't break anything major but maybe get you a fast asteroid
Have to say though, the writing errors didn't feel like dyslexia to me, felt like second language, not shaming regardless just wanted it to be said, most is fine
Anyway, good luck with development and your future projects
Third log (v0.2.5)
Almost feels like writing a journal, suppose it is, but with a point
Hit the end point for content this chapter (7 loops to finish, but still exploring
-Monolith drill doesn't seem to properly take power away- clearly slower than intended
-Events (namely oxygen) disappeared at the start again without reloading (at least noticed it again, might be happening more)
-The obvious issue of you can't drink your supplies of water as fast as it's consumed - maybe just a debuff that you get half the amount of water if you drink at that point? (Alongside the losing water faster modifier - understand if it's left as it is)
-Looking at the water timer a little closer, it's already faster before ever stepping in Laurion proper, so it seems to be when getting in/out of the Rover, as it's already going double speed
-Monolith water makes more sense the second time visiting, but still you die with left over resources, and I think you'll be dying even sooner once the water generator is fixed and you should have one less water resource to use by the time you make it to Laurion
-Typo in monolith artifact interaction, 'name storage'
-After the monolith, if you don't have the capacity for a resource, you will die rather than use it (such as buffed Water bottle before the emergency suit), something to bear in mind - this becomes even more of an issue when dealing with priority, tested with a small water bottle, which has a lower priority than a regular water bottle, and even though it wouldn't drink the regular before dying, it still refused to drink the small water bottle and prolong life
-Bug with the optimised journey to Santori - Either it shows two actions as possible when there shouldn't be two, or it lets you complete both actions at the same time, I guess the first one
Some more notes while going
- On reloading, there's no events, woke up in cryopod (think they were there) but 20 seconds later looking again, there's no events, no air, no hunger - hunger did kick off so the events are still going but it's not displayed
- Bear in mind that reducing actions also means reducing the xp a player has at any particular stage, early on when you have infinite resources is a much better time to level than arriving at Laurion on a clock (Speaking of which, no extra metal plates when the repair is streamlined, you can otherwise leave with 5 spare, like the coupler)
- Could right click be a distinct action in the queue rather than replacing existing actions? Like say 4 stacks of collect water pouch and then another independant stack of 'prepare' water pouch (not sure your terminology for it)
I'm curious about balancing without the cheated water - I'm dismissing it right now because it's just not an issue, but it's a free extra 3 minutes 20 seconds up to Laurion
- This run I'm on now, I make it to Laurion with 3 minutes 14 seconds of water, tried not to create any more water on the move (although I did *before* leaving), and I'm not inside yet - I could maybe cut down on some oxygen or some other small parts just to make it there but, that's pretty tight - I think it will cause *many* more deaths
- Actually, that was in the rover, I'd need another 30 seconds or so and couldn't do the quick way i'm doing now.. hmm, very tight, might need some thought
- When installing the water generator (0.2.5), the collect water option actually disappears, parked inside Laurion currently but air is still available so I assume bugged
- No power drain on the airlock, allows you to jump back and forth at almost no cost, farming tech instead of burning time waiting
- Still no water option when not in Laurion, i'll be dying soon (what I get for playing fair) but assume it won't be an issue when the water is as intended
- Clicking on the new action button would be nice (to dismiss), made the UI small enough that it doesn't matter and I can sweep over all, but it would be preferable to me to practically click snooze
- Air tank may be speeding up, each time going in and out of Laurion? - Instead of 30 seconds it looks about half refilled after the 3 to prep a new extraction (so 6 second cooldown instead of 30, 5x the intended speed)
- Every so often when doing an action that consumes a resource, such as the metal plates, it consumes an item - Currently looking for the rover, typing while time goes, would it not be an idea/would it not be possible to give some chat messages while exploring, remarking on the area etc? Either that or maybe some way to fast forward, it's interesting to explore sure but as you said regarding testing, that time adds up, and you're sitting there for 2:30 doing nothing
- Install empty power cell action doesn't go away after installing all you have access to
- Being able to see the Rover's power without driving it (such as inside Laurion but when the power is off) would be nice - especially as you presumably get access to more fuel later or another chapter
All for now, sure i'll keep rambling later
There is little need to read all these if you don't want to but hope it's helpful
Just looking at this before jumping in again
-For the UI, perhaps it is just the scale and the curves at corners looking more prominent (mb if so), but what more caught my eye was the exploration and ship icons, they seemed chunkier, as if each individual segment of the drawing was scaled up instead of a solid image icon (as in an artifact of scaling perhaps? Idk, it hit me when I first loaded as merely something was off)
-Personal/Area resources was just slightly irritating when you have the limited and ever dwindling air supply - wanting to use personal air and consume air tanks to refill them and preserve air as long as possible - limited/reducing production rather than current stockpile - releasing a canister to fill the local area? seems like the simplest option although again not the biggest priority - as Air is a very limited resource anyway they'd just be shooting themselves in the foot to waste it
-Message stating you have plenty of rover power to reach the next base as an in universe reason for why it doesn't show initially?
-I wouldn't assume the air tanks were the same bug as events, I did see the comments about that before playing and pretty expressly avoided reloading during play and ended in a stable position
-(Being moved) It's always those little comments which lead to the most interesting paths forward hey? :)
-Yep, absolutely get item pickup is low priority, not that important, just a ticket for down the line
-I think mentioning the environment a few times (like the first loop there, and then a brief mention the next two or so) would already go a long way in that - But, as another idea, you mentioned you were going to be implementing disabled resources? Surely that could fairly easily be relabelled as broken, in a collapsible heading (thinking that might get annoying after a while), issue being you don't want to trick people into thinking there's more there when there isn't (or them dismissing so when there is) - Yeah no think the occasional chat remark in further loops would just be best (First two loops, then fifth loop, tenth loop, 20th loop etc- getting further apart as it's less important) - maybe even just making notes of your surroundings in the downtime you'll always experience
For general in testing- Save states are your friend, even if it's dev only, being able to jump around locations and in different scenarios, or cheats like resources collected instantly or instant action completion
Oh and as for the comment about updates? Talking about so going forward (think it was in the 2.0 devlog), not making any passive remarks about this update clump, can dismiss it but wanted to clear up the confusion
Thanks for developing the game :)
Heyyy, happy to see there was a new update (somehow missed it)
Playing through as I go (with the comment), just jotting down because i'll never remember elsewise
Long comment, apologies
-Various UI bugs, tooltips going off the edge of the screen, Area air not saying it's going down in it's tooltip when it clearly is (Need some lore for why area air is still decaying when you have your personal supply, as you should be the only one using oxygen)
-Rover water is displayed as possible before even knowing of the rovers existence
-Admin log doesn't play
-Appreciate the UI scaling option although should perhaps limit how small it can go (itsy bitsy mouse game)(Set the old size as default?) - On that note the ui feels.. thicker (blockier, softer), than it did before, can't quite put my finger on why (not in a good way)- redesigned skill icons?
-Some various small text missing early but sure it'll be looked at again later in development
-Talos Station, listing out all of the equipment, the mystery element held a certain captivation- what about waking up near entirely clueless and either learning about these things such as station name later on, or slowly having memories come back (sense of unease)
-Pretty sure you already mentioned death messages weren't right but reiterating so if not (also talks about an onboard food synthesizer and there wasn't one) - This occurred for the first death but not the second - Spoilers third death
-Water feels a bit free now but the ever reducing air supply certainly lit a fire under my arse (much more hurried) - as mentioned in a moment, this is bullshit?
-Power has no meaning loop 1 in the rover, expect it's another 'next patch' thing
-Why do I know about the dam before ever experiencing it? (and yeah maybe have the persistent tag hidden, in general, until you know about looping)
Wait, the cooldown says 30 seconds (air tank), yet it progresses faster than a second.. I feel lied to
(On loop in the base it seems to be near equivalent, so is it bugged outside Laurion?)- (3rd loop time is progressing normally at Laurion, unsure how it got bugged)- Managed to break it again? It may be entering and exiting Laurion Station? Or if not regularly then certainly teleporting inside with the generator
-Totally didn't misread (misinterpret) the attach generator to Laurion tooltip, though it was *too much* of a pain to drag it through the airlock and would be attached to the outside instead, like the main vehicle bay doors, got super confused on being teleported inside and caused a death
-Water pouch priority should be changing to water bottle while on the rover journey if being pedantic
The water recycler at Laurion - is that not redundant (haven't used it yet) when already having the water filter on the Rover itself - or by proxy, is that the water recycler which it isn't supposed to have from the start?
-Would be good to have reminders of certain important plot points, such as the state of upstairs machinery at Laurion, sure it's mostly a me problem but mistook the food synthesizer as functional if it had power when it wasn't
-Resources going red when nearing empty, visually annoying, would be nice if they go to grey (like Laurion power before interacting) when they run out completely
I mean yeah, it's interesting, mooostly good things and I'm looking forward to finishing this chapter although I may have a few more loops until that point hits (for another day)
Keep it up for sure, prioritise a finished update over a rigorous schedule etc although communication about timeline is always good - there was some mention of supporting but I see no links and hope you're well
It's late and I can't be assed to compact this comment but hope it was worth writing to you
No particular trigger for the main crashes I knew of, happened a few times long ago but had beaten the game - might just be a lot of inputs and happening when a bird delivers or a package to deliver arrives or payment comes in, something like that
Didn't seem to happen in the first half of the game much
Oh, and is the storage price still wrong? It would always charge you for the next level
Like it asks you for 5k, and takes 7.5k or whatever the next level is
Alongside the saves if it was going to happen- why not add some debug logs to help track down the crashes?
Was a good game from what I remember, a bit much having to do it all in one sitting, but good elsewise
Browser version, windows 11, completely crashed on the first of each coin
Second time I rolled a negative spin, it half froze for a moment, I bought a few upgrades (whilst still spamming space) and it did some stuff (like actually caught a new fish) and the bad coin went away after a few inputs - every other bad coin after that was fine
And then it went back to freezing on the first good coin
Just lots of inputs, past that idk
Feels pretty hard to beat
Sens and speed need adjusting but more so just the ai - always knows where you are and is always chasing you, but there's no loops and very few even medium sized rooms to loop let alone large ones
Shouldn't know where you are, can maybe tell when you pickup a fish (or a little pick a fish nearby to visit) but otherwise needs to not follow you into dead ends when you can't get around him
Last thing would be an audio slider
While I was thinking of commenting about some sort of balm that heals more for cheaper outside of fights, I'd also like to point out the issue of someone can 'stop' exploring at any point and use it to somewhat cheat through the area - go halfway, stop, 'tent', carry on at full health with no downside
Especially if pausing and stopping became easier which I would like it to
Do agree making them much cheaper would throw off balance a little, could maybe reduce the scaling a little but it's a bandaid fix
What about an alchemy book or something - combining bought potions with found natural materials (such as the sand heart or whatever it was, from the desert, 70 health) to create either singular stronger potions, or a number of smaller potions although they restore more health
Just a thought, and requires more thought before implementing (if so- 3 enchanted leaves for one minor healing potion? more profitable than selling and buying, but less profitable than buying and making instead of just buying a minor)
I'd imagine the save issue was just it didn't progress far enough to overwrite - even if it's not rare, if someone's trying to restart anyway, lost progress for the first bit isn't *that* important
Anyway, good luck with development
Ok, lore reason (for now at least):
You know you don't have the materials to make it to the coordinates at your current pace, you go to the shimmer to try and scavenge for materials like food or water
(ps, it literally already says this as you approach the craft)
Even if not, then "You feel a strange compulsion to go toward the shimmer", reasoning solved, moving on
For the bug, somehow got into the jankiest save state
Died to fire man (ignisar was it?), got taken back to the monastery, and like a fucking div, went 'back' to the fire pyre (trying to farm pilgrims pathway), assuming i'd have to pick up the artifact again not be immediately locked in - surprise, was immediately locked in, died from having no potions and less health from pilgrims, and.. Simply got 'respawned' at the pyre, except with 1 health on all characters, and no way to leave (presumably it didn't register me at the monastery, had no respawn point in memory, and just revived me at the brink of death where I stood- which is fine.. when you can leave)
Also somehow restarted the game but it didn't save so next day wanted to complete it, got loaded into the bugged state rather than a fresh save, at full health, and with a different approach cleared it (still don't think it would have been possible unless at more health after pilgrims)
It's less about more drops and more so just kind of needing more gold, even if it was only right at the end due to the exponential potion cost
The natural drops do quite little in big fights as you waste so much time healing and being one shot
A full heal away from rest (especially after passing out and then not having potions) is so expensive - you're sort of building up a stockpile of natural healing items throughout the entire game (assuming you don't just sell them which is possible) and you get one well funded attempt - if it fails, all your stockpile is gone and it takes a very long time to earn enough to get anything back
-Click to skip text
-Softlocked in the fire fight as it wouldn't reset to the monastery
-Near impossible to pause exploration, not enough time
-No way to farm an area at the end of a path
-Messages vanish far too quickly when transitioning between areas
-Where you have the player characters? Keep all interactables there, leave text stuff below - perhaps a line between text to differentiate areas but then keep all messages on the list (at least the last like 15)
-Maybe being able to farm the highest tier area you can manage would help but it felt like such a grind and a slog to try and grind out potions and would've needed so so many more to beat the final boss - needed a lot of farming to get anything at all, seems like there's no skill check for harder difficulties, only a gear check, a gold check, a potion check
Obviously some hover tool tips as to what exact effect the attributes have would be nice, not a bad game although even after a year it feels in its infancy (using the available space on pc would be nice, perhaps for that message log) but yeah, hope development continues
Oh, and something or other mentioned equipping potions? Presumably to auto use? It's not a thing in the game, can use manually in fights but no equipping them
Only just noticed this.. creative feature, got pointed out (yes I knew of it)
If you are going to get rid of it i'd suggest again to consider a collecting whilst full mechanic
It felt annoying enough to do that people wouldn't try to farm it (not casually at least) but it was also a really really useful tool if you were like 0.02 units away from being able to harvest and consume another resource without some other action to queue (used it a fair bit, to top up water as much as possible before setting out- and with the collection times being so fast anyway it was not worthwhile to farm xp from it)
When there's no leaderboard and if it breaks anything it would only be breaking for themselves, I think it's definitely something that could be.. accidentally overlooked, if there won't be a different mechanic to fill the hole
Alternate fixes would probably be too complex to be worth the dev time for now
Thought I should say something before it gets patched and makes it all *even* harder without purpose
Ignoring any comments about power scaling, can't load the game again after refreshing - at all
Was perhaps a little too passive (and momentarily misunderstood a mechanic), reloaded the page looking to restart from the top, and just doesn't load at all now, completely blank screen - no clicking no fullscreen (as in nothing there when fullscreened) no audio or display or anything
Was ok until that
But you can construct any other building without a civilian being underneath? Which would suggest it's a global production bonus not 'only when a person is there' surely? Fair enough though (*Work completely stopped, not slowed, stopped - for any building)
Essence claimers capped out for me at like 250 ish or maybe it was 150 ish, no matter how many people it didn't go higher than that, and once the attractor runs out (but all the people are still on the collectors for that fraction of a second), income sharply spikes up as they dissipate - Few hundred under the attractor, then almost a thousand a tick once it wears off and slowly trickling down as people spread out
(So yes it extracts, but it does not extract as much as it should, or like any building caps out a certain point despite what is shown)
In general it sounds like some really good changes have been made since making the last comment, it's appreciated and hope development of whatever projects you work on continues in a good direction as it is now, respectable
Lastly though, while v2 does feel like there's been slightly more time on it, I can't say it feels more finished - it certainly has a wider scope, but v1 was short and sweet and it did everything that was expected of it. Finished as it was - Maybe a larger target for the next game you work on, but it definitely didn't feel half baked
Good luck with your future work
Especially with the idea of improving and learning on the next run, I actually think babying people throughout the intro would be a downgrade and something which takes away from the experience to a quite notable degree
Resuming progress shows itself if you try, X and queue is pretty evident too
It's just a case of not wanting to look at it and learn, shouldn't take it to heart much
The UI badly badly needs to be recentred, it's physically painful to look at, just have the upgrades overlapping from the edges of the screen inwards
UI is overlapping, upgrade panel covers descriptions and the monolith description now goes off the side of the page and cannot be read
Don't think it should automatically switch when a building finishes as you can be about to buy one building and then end up purchasing something else like repellent
I appreciate the effort with this but it sort of took away the simplicity that was it's charm (and the minor issue of duplicate names on the leaderboard)
*Tick speed also doesn't seem to properly work when using powerups, it's like things only start working after the powerup has ended, namely money- and if you overstack forge then it doesnt go at full speed (construction can even *completely* stop), fertility a little too but not as bad