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Quilo

172
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A member registered Jul 08, 2022 · View creator page →

Creator of

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Thanks! Unfortunately the build has really bad loading performance that seems to get worse the more upgrades you have at some point with bad hardware it can’t even load upgrades 1 :(

Thank you! Making a full release is something I’m strongly considering.

Thanks so much!

30 minutes of gameplay: Good but I need more pls.

🫡

Hehehe thanks

🫰

:O Uh so umm. I thought my game was pretty well optimized but With all the comments I will not be so naive again.

Thank you for switching browsers for playing games. I ALWAYS use zen so I’m a firefox guy but it just can’t run games as good as it should be able to. It’s just not playable in my experience ever. So I use a really lightweight chorme for for playing games (Helium)

Thank you so much for playing the whole game! All of your de back is actually S Tier level stuff! I’ve seen people can afford ore level three (makes ore red from purple) but then they want to buy other stuff fisrt so thry just replay 3 times with no extra upgrades because they want to be more powerful.

It’s pretty funny. I designed my game so the player’s relative power (how much dps compared to ore health) goes up and down throughout the game so that the high moments hit really high. But in effect people don’t enjoy it that much so either my execution is poor or the idea is bad to begin with. I think my execuis just poor.

I agree the balance for the tesla coils when you first get them sucks! When I make a full game version I’m really gonna accelerate the mid to late game which I didn’t have a lot of time to polish. By they way I’m really impressed with your feedback and you seem cool to chat with. Do wanna chat with me on discord?

Ah okay I’ll just optimize for a post jam if I do that.

Everyone is asking for mobile I actually might even consider it.

Thank you! I can’t believe the main complaint of my game is just better performance pls. Guess I’ll learn to optimize.

I wanna play your game, I just can’t. The web build doesn’t wanna load no matter what I do. Use firefox (don’t do that for playing games), use chrome, doesn’t load, helium (lightweight chrome based browser) nope! So I’m out of luck because you didn’t give a widows or linux build :(

I decided to play your game as well, gotta try them incrementals. Pretty solid. The landing in bucket sound does get a bit painful after you get a lot. It’s pretty slow paced to start but I followed your instruction to play until I hit 1 mil. So that was my goal. It was kinda mid until I got the second bucket then things really started taking off. Good time.

Oh also Um this is just a UI thing but I wouldn’t make the spawn balls at cursor a switch since it doesn’t alaign with the rest of the upgrades. I didin’t even notice it until the end so uh yeah next time you make any upgrades in your game, unify the UI so that it can be noted as an upgrade. I would personally make it a button then set it’s mode to toggle if you want it to toggle or just disable it if you want it to stay on.

dopamine be going: 📈📈📈📈📈📈 Also thank you!

Dang, S tier feedback here.

There’s your problem. I daily drive zen, a Firefox based browser but I recommend using a Chromium based browser for playing games. For my game it goes from laggy to forgetting that I was playing in a browser. It is well optimized for browsers, firfox just has bad game performance. I recommend helium because it’s fast, lightweight, degoogled anf of course chromium based. So I switch to that for games.

Firefox browser I assume?

Thanks! (Scribbles on notepad)

Thank you, I like dopamine-maxing📈📈📈📈📈📈

Thanks for playing my game, I’m glad you enjoyed it and played it all the way!

hehe nice.

OOOOH IT FINALLY CLICKS NOW! SHADER COMPILATION IS CAUSING THESE LAG SPIKES! Basically the fix is compile them beforehand, which you can’t do with the compatibility renderer, which is kinda necessary for a web game.

Ah cool, no sweat. But also I wanted to share my cool audio solution. Basically if you only play sounds from one audiostream player with a big polyphony then it sounds flat because there’s no dorectional audio. But if you play it where each node has it’s own player, it lags. so what I did is make a grid of audiostream players I think it was 5x7 then whenever a rock breaks I map its break sound to the closest streamplayer. That way I have the best of both worlds with a middle ground. Each stream player as a polyphony of like 50 I think? Either way arbitrary number. Though I did crash someone’s 8GB of ram mac sooooo. maybe I should’ve gone for less.

Dang that could’ve workked actually. As long as I didn’t up the health again so it’s just more money + a palette swap. Or O could’ve just made the income multiplier upgrades a bit sooner and buff them. Yeah the buffing the income multipliers was actually probably the way to go since it’s easiest

Ah no prob! We can just chill here I guess :p

Thanks for playing the full game glad you enjoyed it!

Thank you for playing and finishing the game! When I first the sounds in game I was so shocked to find that drilling noises can be asmr that you can fall asleep to and then all the breaking sounds and pops, I should maybe release “10 hours of mini mining to fall asleep to” on youtube.

Thank you! Glad you enjoyed it!

Exactly bro. Oh also you’re fun to chat with, wanna chat on discord?

The sound that played so many times (the break rock sound) I mapped to a different audio bus and put a compressor and limiter on it so that I would always stay just a little below the explosion and tesla coil sounds. Was it too loud for you or could you still hear it?

Thanks for playing my game I’m glad the pacing worked for you!

Yeah, especially before the player could just one shot ores. Hmm I should’ve tweaked the numbers better I guess but idk it kinda gives the player a frustration point that I give the player a fix to through upgrades.

Thank you! I bought and played 2 incremental games on steam as inspiration for this one before I started. I learned a lot so would recommend doing “market research” Also the games were -A game about feeding a black hole- and zero stress king idle defence. glad you enjoyed! Personally I think this is my best game to date! I somehow made this so quickly like I was in the dev flow state the entire time. And all my lessons from previous jams about pacing which I did well last jam but then also having a hard skill check which I did really bad last jam. They gave me the lessons to figure out that this is the next game I should make. Number go up constant progression, no losing, simple controls and no skill checks. Oh and also I stole mini motorways art style :p

If you reached the wnd it would tell you how long you played. >:D

Yeah… I had the feeling but all my playtesters (3 people excluding me) played the full game and didn’t get bored at any point when I was done with my balancing phase. It initially had “dead rounds” where you couldn’t buy anything, that was the main thing I was trying to avoid. Making sure the player is engaged with something meaningfully different every 3-5 minutes as well. Like the Super speed damage, then the compact ores. Then golden then tnt and tesla coils. But you are right there’s a really big “void” of just kinda chilling slowly at the mid to end points.

also yes, numbers go up needs more numbers go up. And also the jam stats for this game make numbers go up. >:D

Thanks, honesty auto-drill should’ve been in the game I just didn’t think of it. Yeah lag, uh I did my best to optimize, I learned to use multimesh instance 2Ds, and I also had to make a custom sound effects setup so that we can have directional audio + lower the amount of audio stream players in game at once. Turns out just playing thousands of sfx can really lag the game. As in 17ms/frame lag. This is one of the first times I finished the game and took time optimizing it. Especially web optimization. You do NOT wanna see it before I optimized…

I used a godot addon for the shapes, I can’t recall what it’s name is but I use it all the time. Then I have an intermediately advanced shader setup with subviewports and heightmaps + a shader I stole from godotshaders.com to make the shadows. Oh yeah I also had to vibecode a 2D heightmap based ambient occlusion shader because I can’t write a shader to save my life :(