Skip to main content

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

Sensino

113
Posts
2
Topics
A member registered Apr 03, 2020

Recent community posts

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.

(1 edit)

Try in different web browsers.
I use Firefox, but also test it in Chrome, and maybe Brave, Edge & Opera too?
Also, you can add debug code, that you can see with: 
(Firefox) Right click -> inspect, then change tab to the "Console" tab in the debugger.
Similar in Chrome & most browsers, just different names for stuff.

(4 edits)

BEAUTIFUL CONTROLS! :D
But it NEEDS a mouse-sensitivity slider.
I have a gaming mouse where I can reduce the sensitivity with a button, but without this it would be very hard to play, with eg. an basic "office mouse".

I would also recommend making some kind of "sensitivity testing & tuning" level.
Eg. ask the player to click & drag the mouse for whatever distance they feel would be 180 degree turn, and calculate what to set the sensitivity to for that to be 180 degrees.
Still keep the slider as an option for additional fine-tuning.

It would also be fun with some "racetrack levels" where you just focus on going fast, there are no walls & fuel to worry about.
There is a green line to follow, on each sides of that line it fades into orange & then red, each of those zones give less (or more? like golf score?) points per time & speed spent there.

Also, a map would be nice, to find where the pick-up stations are.
Or maybe a color-coordinated (each active (discovered) destination has a colored underscore line?) pointer arrow towards each active pickup station, just like what the cargo crate has.

(1 edit)

Has a LOT of potential, but is currently just a clicker game.
(but it IS also version 0.0.1 so that's expected).

I assume in the future, we can buy a trashed car, then either refurbish the trashed parts, or buy new replacement parts?
To transform a "Rough" car into a "Mint" car & sell it for more profit & such?

(2 edits)

I assume there is some downside to set all 3 (defense, economy, fleet?) categories to maximum?
But I don't see what that downside is?
Quote from the game "Oxygen Not Included":
"When everything is at max priority, NOTHING is a priority"
(because priority is a DIFFERENCE in important-ness)

Have you tried using the "full-screen" button with the 2 diagonal arrows in bottom right corner just OUTSIDE the game-window?
That works for me at least.

Bug? I got the diamond pickaxe stuck in one of the smaller golden pinko-cups, the pick laid basically perfectly in the cup, so maybe check if some collision box is missing or misplaced?

(2 edits)

I would appreciate a bit more control about HOW the tool is upgraded (AOE-range, damage amount, durability, homing amount, bounciness/stiffness, etc.), since that's about the only thing we can control in this game.
Both in the stats of the tools & in the relics.
Maybe the "pinko mechanic" can be used somehow for upgrading too, but we have some control in some way about what happens in there?

(1 edit)

A great game for a tired mind :)

The scrolling is broken in the upgrade-box, it's super slow to scroll in there.

It would be cool if it was possible to upgrade the user interface, from basically DOS, to Windows 7.
Personally I'm a fan of the "Auslogics Disc defrag" design, from the Windows 98 & XP era :D
Also check out the "Ultimate Defrag 15" circular view :)

(2 edits)

I would also want an upgrade that can move the "unmovable" sectors, instead of just reducing their existence, that's boring.
It can definitely defrags slower there, or preferably shows some kind of extra animation there.
Maybe the animation is something about how the program goes into the registers & re-binds "pointers" (address locations) to the new file location or whatever?
Maybe it doesn't "solve" those "unmovable" blocks directly when encountered during the normal scan, but probably does an "initial scan" and solves them to the beginning of the file system, OR solves them at the end of the defrag, but that must probably need a re-defrag again, so it seems very inefficient, compared to solving them first.

I would like a way to upgrade the Value of the "defrags" instead of having to increase the Speed as the way to increase the earned "points per time" aspect.
Because I like then it defrags slowly, so it's easy to see what it's doing, but I do not want to wait HOURS just to buy the next upgrade.

I need to be able to pet the wombat! :D

Demo is too short :(
Great game otherwise.

I feel like this could be more fun with a less linear progression, that you could bounce around in the level until you feel like you're strong enough to defeat the end guardian.
This would let us pursue different non-optimal upgrade paths, instead of ALWAYS have to consider exactly one question: "Which upgrade will make me most likely to survive the boss encounter at 5, 4, 3, 2, ... jumps?"
Instead we could CHOOSE to explore this <?>-nebula, because there are NOT just 1 jump left & the other option is the Trade Nexus & I have 500 coins... Instead I can go to both.
It would be nice if the POI was also detected by ACTUAL distance, so if you drive back to where you came from, you can find the same POI again, BUT this can cause the same problem as increasing the detection duration = saturate the area with POIs of no interest, like only lvl1 POIs when you're lvl 20.

I have 5 fuel & the nearest POI requires 6 fuel, It feels like I should be able to deploy a beacon now, if I want?
Apparently I DO have that tech available at the ship, because I will be able to deploy it in mid-space when I'm eventually guaranteed to be stranded.
Does it matter? probably not much, but it feels strange as it is now.

(1 edit)

Reminds me of the "Shift" series (1 - 4+ ) of Flash games :D
(still available at Armor Games[1], BUT you need the "Ruffle"[2] browser plugin to emulate the games)

[1]
https://armorgames.com/play/751/shift

[2] - (preferably use YOUR browsers plugin-store, this site shows what browsers are supported)
https://ruffle.rs/downloads

The items drawbacks adds a bit of depth to the game, but I would also like an "easy mode" where I can turn that off?
Optionally with a way to turn that on again after a while, when I have collected a "survivable" set of gears & the game start to become too easy.