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quantumgames-studio

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A member registered 27 days ago · View creator page →

Creator of

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Glad you liked the concept! 1.5 hours is a solid run for the current state. I'm actually working on smoothing out that early game right now so it doesn't feel as slow. Comments like yours really give me the energy to keep innovating, so thanks for playing

Thanks for the feedback! Balancing is tough—every time I add something new, everything shifts. It’s like moving an image in Word 2007; I’m just trying to keep it from breaking while adding cool new features! Stay tuned for v0.3.0.

I could fire while holding the mouse button. Everything else is fine.

Thanks for playing! You're right about the early game; I'm working on making the progression smoother. 

Just a heads-up: Right-click already repels, and the Spacebar works just like the left-click to attract/split. Also, the Prestige system unlocks 8 manual upgrades (click area, multi-fission, etc.) and an Auto-click Catalyst. Hope this helps you push forward!

Thanks for the report! I've been trying to replicate this Beryllium hang on my end for the last few hours but haven't had 'luck' breaking it yet.

Could you help me investigate? If you can, please join r/atomictest so we can do a proper follow-up. I'd love to know:

Which browser are you using?

Did it happen exactly at the moment of impact or after some time?

If you open the developer console (F12), do you see any red error messages?

I want to kill this bug before moving to the next features.

Thanks a lot! If you find anything broken, let me know!

Yeah, it was definitely fun at the beginning, haha! You're totally right, but right now I have so many fronts open: vortices, area fissioners, double catalysts... maybe triple? Balancing all those variables at once without breaking the game is going to be a challenging and somewhat tedious task.

Thanks a lot for the feedback! I'm taking notes on that prestige system or production rate upgrades for the late-game; it's exactly what the lab needs to keep the momentum going!

Thanks for playing and for taking the time to comment. I've been a professional programmer for 15 years; I use AI as an assistant for repetitive or simple tasks to be more efficient, but the core physics, atom logic, and game balance are all my own work.

That's exactly what I'll do. I'll make the upgrades unlock the sizes instead of forcing them, so you can choose which one to use depending on your strategy. I'll try to have this ready, along with the 'Respec' system, for the v0.1.1 update coming in a few days. Thanks for the brilliant suggestion!

Thanks for playing! I'm going to check that skill right away and I’ll also include a system to respec your skill points. I’m releasing v0.1.1 in a few days with several changes and fixes. If you find any other bugs, please report them; it’s really hard to test everything on my own. Thanks for the help!

Hi! Thank you so much for this detailed feedback. This is exactly what I need to hear as I'm balancing the game for the full release.

I take your point about the collisions between different tiers being frustrating—I'll look into ways to make the reactions smoother. Also, I'll review the RNG and costs for Boron and Carbon, as it seems the difficulty curve is too steep right now.

My goal is to make the 'experiment' feel rewarding, not just a grind, so I'll definitely be tweaking these numbers in the next update. Thanks for playing long enough to reach those tiers and for helping me improve the game!

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"Hi! I'm the developer of Atomic Test. This is a work-in-progress demo, and I'd love to hear your feedback on the balance, physics, and prestige system. Thanks for playing!"