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Ravery (Ravery.net)

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A member registered Mar 28, 2017 · View creator page →

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You'll see the boss at 3 minutes in a run. Which can be reached and beaten with the difficulty reduction, armor upgrade, damage and critical chance.

It is a very slow, monotonous game though and the stuff you get with prestige isn't that useful.

It's a good game. The only things that I would love to see improved is:

- Better idling (should run in the background or accumulate some offline-progress)

- Have idling be less strong (when you let the game idle it gives out 100% rewards, which allows for a ton of upgrades when you leave it running for an hour). If idle progress was capped, it would feel better, I think.

- There should be some easier way to upgrade. How about some button that buys the cheapest upgrade for you and a button that does that 10 times. This would make it easier to get the ton of super cheap upgrades each prestige.

Is there a way to pause the game or deactivate waves, so I can have it idle without losing the base?

Very frustrating handling.

Ah, thanks.

The right column in the store is out of the screen. During fullscreen and non-fullscreen mode.

How do I press "Next Level"? I'm stuck after destroying the 3 radar dishes because I the game doesn't show the mouse and I can't press the button with keyboard.

This is really cool! You should continue development.

It's still quite basic, but I do enjoy it as a background game while doing other stuff.

Please add a pause button.

One error: After building the third tower and doing some things I realized that I can't click the recruit survivors building. I could solve it by existing and entering fullscreen though.

It took me a while to find out how to go to the next turn, I was confused by the city UI at first, at some point the settlement was inaccessible for some reason and since there is no save/load feature, I gave up.

It looks like an ambitious project, but it feels quite broken right now.

I can't even test it because the events are happening too quickly. It's like every 2 seconds there is a new crisis.

Also I can click (and earn EP) even when the simulation is paused. Is this intended?

I hope you add more content. The current version is too quickly won.

Also the negative CO2ppm values do not make sense. Just cap it at a healthy/desired rate and it will be much better.

After just like 4-5 rounds I have maxxed support, max attack speed and laser damage, which makes it very easy to get to 10 simultaneous laser. At this point I bought some defensive upgrades and could ignore the battle screen, buying mining upgrades rather mindlessly (also the mines' conveyors are too slow to take the output of all mines).

Besides that the girl's audio clip is repeating too much for my taste.

Overall I think this goes in a cool direction but you might want to change the balancing or expand on the gameplay so the max-out doesn't happen so early.

I have multiple versions of Firefox and when I ran it in the vanilla one it was fine, while the one with a bunch of plugins ran the game badly. I'm not sure which specific plugin caused it.

I have 48 gems, doing combat and gem merging. The biggest spikes come when I spend a lot of mana.

The high CPU usage when the game is out of focus was because of a Firefox plugin, not because of your game.

I like the game, but as you get more stuff it slows down quite a lot and hogs up my CPU. I'd love to have this game run in the background, but the high CPU prevents it. Maybe have some passive income calculation when the game isn't in focus. Also maybe there could be some tick rate setting, so one could have one calculation per second instead of one calculation per frame (or whatever the current speed is).

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This is quite a good game, but has a very frustrating learning curve at the start. I bet it would be more accessible if you added a tutorial and a relaxed mode, which leaves out the random negative events and makes the score requirement more forgiving. As shuffles are quite necessary sometimes, you could add a manual shuffle button to the relaxed mode, but have it be on like a 10-turn cooldown after use.

One bug I found: Sometimes you have no stones in hand, but you can't pick up stones from any circle (and there is no special stone selection). This softlocks the game.

Don't let yourself get bullied by these people. Use whatever tools (AI or not) you want and don't get discouraged from doing non-free games with AI.

Most of the people complaining about AI art are using AI at work (or school) themselves.

Interesting approach and I respect the effort, but since Itch has a ton of new games every day and gives you next to no free exposure, I believe you won't get much usable data. Analyzing Steam tags or looking into Steam genre breakdowns might be more fruitful.

If you disagree with some tools that some creators are using, just pick another game. There are over a million games on itch alone.

You have published 11 games in 3 days. I'm just curious what your motivation to do so is.

Also how about combining ideas from those games into one game that is more fleshed out, cause right now all of them are very minimalist.

Cool! Good improvements over the previous UI.

Simple and good as side-entertainment.

I think the UI effects can become too overwhelming. Especially when you got like 50 drones and every click produces 20 animated lines it quickly becomes more of a visual noise which runs at <1FPS. I think the game would benefit from a different display of loot.

Also the cargo scan is quite slow when you are scanning like 15k items. I think your creation of so many UI elements in that scroll panel is adding to the slow down a lot, but I'm not sure these UI elements are all that necessary. I think most people won't be interested in seeing the details of the cargo scan item Nr. 8629.

Example image of the busy UI after a few clicks:


I like the theme, but this has a lot of errors. Selling company simply kills you immediately by saying you ran out of money. Having one sales guy triggers the "they sold the data" lawsuit like every 5 days, which can be devastating in the beginning and irrelevant when the company has grown. The stability and the related event does not seem to matter as stability always jumps to 70% within1 or 2 days and the tech debt just disappears.

Fixing these bugs  could improve the game quite a lot.

"And Linux and C? You don't have to rely on Linux to code C or C#. This is like saying: You need Linux to code in Python. You simply don't."

Yes, exactly. Which is why it would be absolutely asinine (and evil!) if there were people going around bullying creators for using Windows or "the wrong programming language". So, please stop going around bullying creators here, just because they use tools that you personally dislike. Look up statistics of AI use, the vast, vast majority of students are using some sort of AI in school and university. Of course you can be a Luddite till you die and hate against all people for using new tech that you protest for some weird reason, but what is the point of that? Just let people live as they want.

This looks nice. Did you develop that game further?

And if you had made a game with vbscript and then some bully came around hating against you and devs like you, because you are not using linux and C and that's supposedly makes you a worse creator, wouldn't you be annoyed too?

Also I simply don't believe that you aren't using AI at work. I bet when Google provides some AI summary to your search query, you at least glance over it. Additionally the new types of auto-completion rely on machine learning methods, which is as AI as LLMs.

You are using AI at work too, so don't be so hypocritical and stop bullying people.

Also it's 2025. We have AI and most people use AI at school or at work. Creators don't have to justify the tools they are using to haters.

This game does not auto-save?! 😐

Ah. That makes sense.

Nice, relaxing game with decent game loop to keep hands busy while listening to something.

I'm not a fan of the casual mass murder theme though.

What's up with the production per hour numbers? Some building might say like -2/hour, but then reduces the resources in the top line by 14/hour. Workers might have a +0.2/hour, but then I wait multiple days and no new worker arrives (despite having enough room). I don't get it.

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I like it, but it is too easily broken with the Interest upgrade, which earns money far too quickly.

Also add more upgrades, more levels and some active mechanic and this is will be quite a good game.

I see the potential, but right now it feels quite frustrating. The fact that enemies level with you and become much stronger than you are (without a possibility to reduce arena levels) means that you run into a hard wall.

I got stuck on level 2 despite having the best weapon and armor that I could be crafting. Now I can't loot anything because all enemies defeat me. The only way out seems to be creating food but this basically is a "wait 30 minutes creating ingredients for a minor buff which gives you a slight chance to succeed".

Also the help screens should be accessible with a help-button and when you navigate to a new screen there should be a quick description instead of a full tutorial screen. Also maybe you should have ranch, farm, canteen and contracts be unlocked after some condition, just to prevent the high information density in the beginning.

It's a cool game and I think there are good ideas, but it feels somewhat unstructured. Example: You create dozens of cybersecurity organizations before you can buy your "entry-level motherboard".

At least you show that you aren't willing to admit even a single, objective point, when it disagrees with your agenda.

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I'm not interested in continuing the conversation with you, if you simply dismiss everything in a very unproductive way. The other guy presented an article that was biased against AI, but, for the sake of argument, I still took the joules as the energy cost, applied them to my generation process and provided AAA gaming and the BigMac as a scale comparison to put things into perspective. I did this because people often do not know how much "1188 Joules" actually are.

1188 Joules sound like much, but if you have a 1m^2 solar power, it produces somewhere between 500000 and 750000 Joules in an hour on a sunny day in Germany. This puts things into perspective and helps people understand that image generation isn't "destroying the planet" or (as the other guy said) "ai is literally killing our planet. it takes 10x more power than anything you can conceive of."

You can't even acknowledge that my image generation cost (1188 Joules per pic) is tiny compared to gaming or a single BigMac (20 million Joules) and so you try to dismiss my point by claiming that somehow the energy costs are incomparable and saying "maybe people do not game at all?".  We both know that you understand how devastating this point is to the guy's "ai is literally killing our planet" argumentation. You know. I know. So ask yourself why you do this...

So, do you acknowledge that generating an image has a very low energy footprint?

To the other point: The claim is just begging the question, because learning is literally not "stealing". You could be calling it "plagiarizing" if the generated images were close reproductions of some original images, but this isn't even the case. The actual complaint against AI art a few years ago was that some artists's styles was imitated in some images, but this isn't even the case in this game. Or can you point to some artist who's style is clearly imitated here? 

And most importantly: It's neither illegal nor immoral to vaguely imitate some artist's art style, but in this case this isn't even some existing artist's art style! So what exactly(!) are you even complaining about?