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A member registered Jun 17, 2018

Recent community posts

Thanks for the clarifications. I didn't realize the power lasers could already be disabled.

The spawnpoints not being optional is not a big deal since it adds depth to the game, it's a good improvement. Only reason I wanted it optional was strictly for testing purposes so I don't have to worry about multiple locations, like trying out how tough waves can get and what buildings can/can't do, or simply how to make an efficient layout. But it's not a problem if I go on sandbox mode, I was just on freebuild.

Anyway, I have no complaints anymore. All of those upcoming updates are overwhelming, I'll just stay tuned for that. It's also nice to know that the game is still constantly being updated and on a massive scale. Just keep up the good work. :D

Wow. So many things are being changed and added that it's basically a different game. It's highly likely that most, if not all, of my suggestions are covered. I just hope some  features are optional, like the random enemy spawn. Thanks for the link. I'll just have to wait for the update to see how things are changed. :D

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No update in 4 months? Is this game still being updated? I have some quality improvement suggestions...

— Option to make the entire GUI transparent.
— Put the toggle GUI closer to the right panel so it's easier to open and close while building when at the right edge of the map.
— Move the inventory items list to a bottom bar and make it permanently there. It's hard to tell how much items you are depleting while building, would be good to see inventory all the time.
— Add more detailed descriptions to buidings. Some buildings aren't explained clearly/properly. Several items have text that say if it needs power, some items, like the teleporter, does not. It became especially confusing since it did NOT need power in previous versions. I checked youtube for playthroughs and the ones I saw did not need power. Would also be nice to mention that some buildings would need multiple lasers to be powered efficiently.
—— More complete tutorial. Some items can be very complicated for newbies and it can be a bit overwhelming to understand. I had to do a lot of trial and error to figure out a lot of stuff. (might not be needed if previous suggestion is done)
— Status description for buildings. Allow buildings to be clicked on to display what it is doing. Sometimes you can't tell if an item is working or not, like teleporters or routers, I often need to place a conveyor belt beside them just to know if it will spit out items.
— A toggle option for rotation when building in bulk. Building a long line of conveyors is useful when it automatically goes the direction you are dragging but when you have to put a dozen belts facing a different direction, you need to click one by one, which is a chore.
— An auto-random map generator. There are only a few selectable maps and you need to create your own if you want to play on more. While the randomizer in the map maker is handy, it would be nicer if it can just make a random map by itself on the map selection screen.
— Better power indicators. When using powerboosters, it can be hard to tell what is being powered or not and if the powerbooster is working without hovering on the buildings. It would help if all items that are giving/receiving power had a glow on them or an icon.
—— Lasers in general are also pretty cluttered,  if a building is being hit by lasers from all sides you'd barely be able to tell what building it is. Maybe thin down the beam or have an option to turn them off (would work well if previous suggestion is done). 
— Damage indicators. It's hard to tell how much damage you are dealing/receiving.
— Extend the tunnel to at least 3 (as the wiki says) or have a way to build it longer (maybe requiring conveyors).
— Option to allow enemies to have random spawn locations. Would make the player protect all of his builds instead of just clogging up the paths.
— Move the enemy location arrows to a corner, it sometimes gets in the way of things when you are building or the opposite and it can barely be seen. Moving it to a corner and putting a black background beneath it, like a radar, will work well.
— Make the player character consume inventory items when shooting. Would be a nice challenge.
— Make most units require stone. Stone becomes pretty useless in late game and you just keep getting a lot of it.

Sorry for the wall of suggestions. I love the game and would like to see it continue to grow and get even better. :D