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RaidanBullet

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A member registered Jun 04, 2020

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The white on white made things a bit glaring and indistinct, especially where precision was needed, like towards the end of the beginning level. Also, it was a bit hard to figure out how all the rooms were connected.

In that room with the grassy floor and doors in each of the four walls, one of the black walls had a door that led nowhere, just a gray screen, then I was taken back to the grass room after a short delay.

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Unless I'm mistaken, you can get softlocked if you don't have enough money for the spike bounce by the time you get to the purple area, and if you've collected all the other colors. Either that or the purple area demands platforming skills that are WAY beyond anything that was introduced in the earlier parts of the game.

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This is great! It feels good to work out card synergies and personal strategies. I will say the red cards seemed like too harsh trade-offs / not immediately attractive for me to be comfortable using them, though.

I also noticed a bug: You can drag transient runes to the top card in the discard pile, but when they're drawn again they won't have the transient rune.

Are you serious? Just a few seconds in and there are hour-long timewalls?

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Now merging beryllium seems to make the game hang; the two lithium ions just freeze there and everything stops moving. Aborting experiment does nothing.

Edit: This was after playing up to Boron then loading the game up again after the latest update. Wiping save data seems to solve the problem.

No, clicking on anything doesn't work. Clicking anywhere on the screen doesn't tip the dominoes and none of the buttons work anymore. This is with 1.2.1. Resetting the game seems to solve it but now I've gone and wasted my time and discarded my game for your game-breaking bug, so I won't be looking at the new content, let alone playing further, anymore. Maybe at least try and replicate the bug yourself before you tell people to throw their progress away next time.

After the update, clicking "Push" does nothing and the UI becomes unresponsive.

The gameplay is quite frustrating, from the near-misses between atoms of the same tier to collisions between atoms of different tiers getting in the way of reactions, the inability to extend the duration of the experiment, the absurd RNG to get boron (and the even harsher grind to get carbon), the fact that it costs several non-hydrogen atoms to get even a single one in the field...

Stuck on the Unity preloader screen. I can't play this.

Several design choices that make this a frustrating experience:
- It's possible to get a x1 multiplier for the red dominoes, making it useless when it appears
- Auto-cursors can't be set to add red or black dominoes last, reducing efficiency and yield
- Dominoes can overlap with the UI elements
- Unclear at a glance whether progressing further will yield more prestige currency after reaching the prestige threshold, which is a staple of this genre
- In the points calculation, black dominoes' effects are shown as "^1" regardless of value
- The prestige button can be spam-clicked, causing the VFX to repeat
- Balancing issues others have raised
- No indication of end of content

日本語の苦手ってすみません。「5能力MAXでクリア」の実績はちょっとおかしい。MAXとクリアの後、あの実績がない。
After clearing a stage with 5 abilities maxed, I did not get the "Ultimate Warrior" achievement

Cool concept! I like the hidden "special events" in which you can recruit party members. The lack of fire-rate upgrades is especially infuriating in the early game. I presume future updates will have upgrades related to party size?

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- Sell value bonus doesn't seem to do anything, as bones sell for 25 bronze each before and after the upgrade(s).
- Once you've unlocked the 2nd room, going back to the first room maintains the larger size, making it harder to purely grind for bronze coins as the enemies are spread out.
- Blacksmith weapons list can be scrolled seemingly infinitely in either direction
- It can be a bit hard to see item drops among the enemies.

Unless I'm missing something, WAY too much clicking in terms of upgrades

Cool concept, but could be better if the speed upgrades were given earlier. Gave up after getting one red octagon for the last design, way too slow.

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Pretty good! At first I thought this would be a ripoff of that pinata incremental (which, granted, I'm not aware if that's copying something else), but I think you've really put your own spin on the concept. More ways to deal damage would be good, as well as upgrades suppressing the flesh duplication rate.

It looks like there's still not enough here to be an enjoyable game just yet.
- You can start automation but can't improve it
- The automation is staggered based on when you started them so everything goes off-sync, making it less efficient since they're only producing squares under certain conditions
- You can waste your currency by pressing the arrows repeatedly
- A display bug regarding the currency UI when moving between colors (in my case, it showed I had 1 green currency when I really had zero)

You're right! This isn't a good game. No indication as to what to click / what can be clicked, squares disappearing from the progress bar and from beside the arrows without any indication as to why. I realized it was fully automatic so I tabbed out and let it run for a while, later coming back to... the main menu.

Even with the tree panned to the very top of the screen, the limits make it hard to see the price. I just tried it again, and it looks like it's because I had the browser zoomed out to 80% so the itch.io links don't overlap with the game window. At 100% zoom it's ok

The price on the tooltips for the plinko slot upgrades goes offscreen and can't be seen. Zooming out doesn't help, because the tree gets centered on the screen.

Pretty good! The Gravigun seems ideal for the early game thanks to its fire rate and slight seeking. The major barriers to progress are the 5000 rifle kills and 500 heals milestones

The boss battle is a HUGE jump in difficulty, especially when all the cells, flying orbs, and trails make it difficult to see the boss' projectiles, and just colliding with a few of them can knock off most of your remaining time. Even with all upgrades purchased it feels like it's down to luck.

There are some strange design choices that make it a bit frustrating even in the early game, including:
- RNG-based progression where you could a long time mining and not discovering new species, or getting close to uncovering them only to run out of energy
- Dramatic "presentation" for the species that have already been discovered, slowing down the flow of gameplay
- No way to quickly replay after the level end screen; you HAVE to go to the dex / home
- No indication of how many fossils are in the current mine (total and remaining); especially egregious since this is clearly inspired by Pokemon / Pokeclicker

Sorry, I spent one level up point to go from +5% spoils to +5.05%?? Guess I won't be making that mistake again

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How are you supposed to leave Auto Fishing enabled while you take care of stuff on other screens if:
1. It cancels every time the bird moves
2. You have to click on the arrow labels to go to other screens
3. Clicking on labels moves the bird

I tried it again and I think I got confused between "Crystals earned this round" and "Total crystals the player has" in the results screen at the end of the round. I'd recommend removing the "total" readout from the results screen, since the player doesn't need this info outside of the upgrade tree.

Apologies if I sounded frustrated in my original comment.

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The amount of crystals the player has is set to zero every time you start a level, so only your most recent run has any effect on your ability to buy upgrades. This can make it hard to afford upgrades, especially when you have all 5 types of minerals on the board. Also, what's the point of the passive crystal gain talents if your crystals are just going to reset?

Seems quite barebones. No way to know what bugs can be found in which expedition, speed up the gacha process, or improve luck. Can't tell what effect equipping bugs has on income. Even in your screenshots Item and Trade are locked so I assume it's not implemented yet? The massive jump in expedition prices ($10 - $1M) makes me want to give up.

I guess I somehow convinced myself the game would end at 1 billion dollars, so I was surprised it ended when it did. Just as well, because waiting for $1b would take a long time. Short but fun!

Definitely needs some upgrades to make the fishing minigame easier, like reduced variation in the fish's movement, bigger green area, and less time needed for the fish to be in the green area.

I have a few more notes now that I played it again: if you decide to make post-jam updates, consider allowing the player to HOLD the mouse button to fire. Also I'm not 100% sure if you can get hurt by the plus symbol animation when enemies spawn in but it felt like that to me.

The movement top speed is a little too high, which might be part of the challenge, but when I'm trying to navigate through 50 enemies and projectiles that are the exact same color as the player sprite, the lack of precision can get a little frustrating.

REALLY needs the ability to skip to the end of the sentence / dialog entry if you press E while it's still coming in letter by letter, especially since the starting town NPC dialog seems to be mostly fluff

You just need to be careful with your usage of your thrusters and shockwave and you should be able to get the fake ship all the way across, drama queen.

For the anti-luck, you have to clarify that it's an overall speed bonus, because when I read the description, it made me think I was going to be worse off compared to before I bought the upgrade, by being lucky.

Might be good to have a stats section somewhere so players can see what the cooling rate, heat per reaction, special atom spawn rates etc. are.

How is this an incremental?

Full map for those practicing speedrunning or just confused like me