Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Sensino

131
Posts
2
Topics
A member registered Apr 03, 2020

Recent community posts

Also also, the audio is "cracking".

Also, I got this error, when the game loads:

An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was:

TypeError: Fullscreen request denied

JSEvents_requestFullscreen@https://html-classic.itch.zone/html/17557176/Html%20build/Build/Html%20build.fra...

runDeferredCalls@https://html-classic.itch.zone/html/17557176/Html%20build/Build/Html%20build.fra...

jsEventHandler@https://html-classic.itch.zone/html/17557176/Html%20build/Build/Html%20build.fra...

BUG
In the 2'nd room, I pressed E on a poster on the wall, it showed how to use Q, but then I was stuck in the interface, no way to close the poster & return to the game.
Had to restart the game & NOT look at that poster again.

Bug, at default zoom (in my screen), the hero stats (eg. where you assign level up points), goes outside the screen, I need to zoom out from 100% --> 70% to make it fit as intended.

Sound is broken on weaker computers & it's kind of laggy, even in the main menu.

Glitch, trapped player.
(needs a re-worked camera system for the planet center)
If you mine straight down to the very core, but so you land on the center triangle, then mine away what’s around you & then the triangle you stand on.
Then the game starts glitching like crazy & you get stuck.
Because you have so low velocity you constantly switch side around the center of the planet, and each time you switch, then the camera rotates 180* so even if you have a jetpack, it's almost impossible to leave the way you came from, especially if the entrance hole was very small, & especially if you’re already low on fuel.

Otherwise a good game.

(1 edit)

The challenge in this game, currently comes from trying to position the mouse cursor over the [ Buy ] button, such that the auto-clicker* can buy ALL the cars in one go, then you you just auto-clicker-sell them all & generate a new batch of cars to try to auto-buy again ;)

(*What do you mean "I don't have any"?, go get one!)

It doesn't need to be "realistic", but you can use the mechanics of these observations to maybe make some variations in the gameplay?

Aha, I thought it was either "wet" or "whack" some rats.

Does that mean something else?
Or does that mean they are "redneck enough" to really hunt rats (animals?, not "rat" as in "traitor"?) for fun?

I tried clicking on the little red thing at the back, thinking that maybe that's a "weak spot" or a "fuse" or whatnot, that maybe makes the weapon malfunction somehow? :)

Fun, but wold be more fun with multiple endings, (or at least be able to switch between some targets).
Similar to the game: "Don't touch anything".

(1 edit)

@Developer:
I would like an option to turn off the Bloom effects too (or whatever it is that makes things look fuzzy), it somehow makes me feel like I have bad eye-sight (like I have dirt in the eye & need to blink) & that feels uncomfortable.

Good game otherwise.

(1 edit)

Soo... what happens with the stuff I open?

Can I keep it? ;D

Fun game :D

What is the customer saying, about the "rats"?

(1 edit)

Not sure if this will be fun to play with, so an option to turn it off might be good.
--------
This game currently does not simulate the uneven demand over the day from customers.
    In a store I have worked in (irl) I noticed that most customers showed up in waves, usually in 3 waves per day: Morning (about 8:00 - 9:00), lunch (12:00 - 12:00) & evening (16:00 - 17:00). with like a +/- 1 hour random variation, during monday - friday (wasn't open during the weekends, so don't know then, probably a higher & more even demand then).

This fluctuations comes from most of the population being at work, and goes to the store either: before work, during lunch-break & after work.
    But a small part of the unemployed population (kids, seniors, sick, unemployed & those who take time off from work) still comes to the shop during the "low demand" times, so it's rarely no customers at all in the store.
--------
This variation puts a higher demand on the player to keep a larger stock of items to be available to the customer (you will need to increase or remove the purchase limit for this).

I guess this variation also needs a queueing system, to show the amount of customers waiting to be served.
    But preferably avoid the "anger system" that most games use in these kind of scenarios, most customers are very understanding about it taking time, at least as long as you’re actively working on doing your job.
    For example, if you fell asleep, most customers would rightfully be annoyed. But not when working.
--------
It would be fun to try this kind of variation of the game too in the demo.

(1 edit)

I like this format of the game.

I would like an early upgrade that places a small shelf interface just under the customer portrait, where you can place 1x (more with upgrades) movie, for the customer to "instantly accept" if that movie is matching the ones they think of buying, this gives you a 2x upgrade (or maybe like 2.1x for guessing the correct movie). (in lore, this might be a movie you have placed in the window or wherever where the customers order the movies).

Alternatively / additionally, I think a (late?) game upgrade can be to open a store, and the lower bar then represents what is available on the shelves for the customers to collect for themselves, this gives you a bonus automatically for keeping the shelves stocked, but the bonus is lower, like 1.5x or something, at least before upgrading it.

It would be nice to be able to test these upgrades in the demo.

PS. would be nice to be able to skip the intro, at least after the 2'nd time starting the game.

Economy overview info.
It would probably be useful with some kind of summary of incomes & expenses, to easier determine where the money goes & where savings can be made.

Unfortunately I'm using a Swedish keyboard layout, I assume you use another keyboard layout & the keys are not the same?
I tried a bunch of likely keys, but I saw no output, I assume the status bar is the text on the left side?

The audio is lagging, at least on older / weaker computers.

I can't do anything, enter does nothing.
I can only change time or stop time.

Just Ssssssmack 'em. (-The Mask) ;P
Or use one of your characters to walk on/though the portal-tile that spawns them before they get a chance to spawn.
Also, demons does NOT count against the level completion, you can finish the level with living demons.

VERY GREAT GAME! :D
I really like the upgrade system.
I like when games merge other games into a new game mechanic :)

How do I wait 1 "cycle" on the same planet?
I have started as a miner character, and I'm only allowed to mine with my drone once a week, then it's on maintenance for the rest of the time, I can make the time go by traveling to another planet, but that seems like a ridiculous way to make time move if that's the only way? That means I can at best mine every 2'nd week, not every week?

(1 edit)

In the build/upgrade menu, it would be useful with a button to specifically put an item in the queue.

For example, I want to buy the Hazmat Suit BEFORE buying the Excavation Rig, but I can afford the Excavation Rig but not the hazmat suit.
So I can queue up the hazmat, but I can NOT queue up the Excavation Rig, only buy it right now.
But if I buy the Excavator, then the area becomes full of barrels that I can't process before getting the hazmat, so I can't get any resources from that area if I buy them in the wrong order.

(1 edit)

One of my workers is marked with "VOL" & I do not know what that means or what I should do about it?
Is it "VOL" for Volatile? Is it some kind of radiation that has made him crazy? Should I sell him & buy another?

The problem with the research tree is that it only says
"??? Not discovered yet"
Without any hint of HOW to discover it.

If it is a RESEARCH tree, then I expect to be able to do Research to unlock the things, either by trying combinations of things, learning more deeper science about the things, or in the most boring cases spend points to unlock the research.

But these "unlocks" seems to be tied to the story that unfolds through the emails? or something like that?
So maybe it should instead be called "crafting logbook" or something like that?

Email:
RE: Details as requested
From: Nigel Ashworth.

I have no options to either accept or deny the deal?
It's just logged in my emails?

(2 edits)

Improvement suggestion:
The information about things to build (and the hover panel) could use some colors (red / green) to make it faster to determine what resource I'm lacking, so I can focus on collecting that resource.
----
It could also be useful if the crew could be instructed to focus on collecting specific items. So if you need scrap & instruct them to prioritize scrap, when there are eg. both wood & scrap on the map, then they collect the scrap first, and only when there are no more scrap, then they start picking up wood & whatnot.
Optionally, use like a Rimworld (game) priority system, where you can give Wood = priority 1, Wood = priority 2, Plastic = priority 3, Toxic = priority 4 (& so on, if more item types are introduced).
----
It would be useful if it was possible to drag-&-drop workers in the map view from one zone to another.
In the map view you see where the workers are needed, but it's finicky to move them with the current system.

The sword can get stuck in the ground.

The game freezes after I input the username :(

The tutorial text window goes outside the game window on the left side, this makes at least half the text unreadable. :(

Good game, but some interface problems.

In phase 4, I do not understand how I'm supposed to do research?
I can see the research tree, some are green & some are gray, but whatever I click on, nothing happens?

I have also been granted some way to automatically monitor the local animals, but I can't find a way to "activate" that? and I can't see any stats about that in the right side statistics, so I assume that is not activated?

I also have some email cooperation with some animal breeder, they came & delivered some frogs I assume, there was a +5 biodiversity, in the logs, whatever that does?

The logs are also broken, I can't find that "+5 biodiversity" log entry, because each time something like a "rain" happens, then the logs reset their scrolling position to the end again, and that's on a timer, so no matter how fast I scroll, I just can't reach up far enough to see that entry.

I have a really old computer, probably 10-ish years old...
But I think that amount of objects on the screen should be able to be handled quite easily, at least with some optimizations.

If each dot is a sprite it should probably work, the collision handling might be a problem but there are ways to optimize that so you only check against nearby dots (no point in checking against things on the other side of the map).

But if each dot has 2 circles drawn on them & the outer circle is blurred separately & on top of that have to handle collisions (for both? circles), 
then Yeah, my computer will struggle with that.

How do I hold a piece?
The interface shows a "Hold" area, but there is no instructions on what button to use for activating that.

I would also like to see more interactions between stuff, like what happens if you could pick up the Cocktail & feed that to the "biological entity"? (read my previus comment). What if you feed coal to the fire instead of water?
What if you mixed coal & water to make ??? (wet coal?) and feed that to the furnace?
What if you could throw coal at the blue area?
What if you could pick up cogs & do something with them?
...& more.

(3 edits)

(Edit: AHA, I found "The Path").
I'm not sure if I'm stuck or not, I'm at the point where there is "green" all over the place & I have seen the "blue area", and the "biological entity" is "refueled" every day & appear to be at max level. But I can't interact with either the Biological entity or the Blue area more than a short text prompt.
I have a hard time to determine if there is more to this game but I'm just failing to fulfill some criteria to unlock that, or if this is the actual end?
It feels like there could be more, but I'm not sure.

The view is super zoomed in, I only barely see the airplane & nothing outside, it's impossible to see where I fly or trying to hit any targets.

After playing it again, I think the lag is what's destroys the game.
at the beginning things are slowly & controlled'ly attracted towards the ship, but after the first rock, everything goes crazy & everything that previously was attracted towards the ship just gets max-speed & flies past the ship so it's basically impossible to play this game, and without knowing what I know now, the pattern is impossible to see.

Are you sure you calculate ALL the forces against a "delta time" (= end_time -start_time), instead of assuming the game will have a consistent tick-speed (which it does not have) and calculates the speed based on that?

(3 edits)

First impression:
I have no idea what to do.
Things are still, I move the mouse, things move, ok?
Now I have +1 rock, ok? how? why?
I try to click, right/ left, no change, ok?
I exit the game to go here to read the description about what the hell I'm supposed to do, there is no description.
This "non information" sucks & I did not enjoy it.

I have never understood the point of the "upgrade" that makes the bullet "orbit" once before firing it.

I feel like there is supposed to be some kind of upgrade synergy with that, but I haven’t found any that works good, especially when enemies stay at long range away.