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Sensino
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Can we have an earlier tiny version of the "Big Slitter/merger"?
Just 3 studs.
Splitter: In > Out > Out
Merger: Out > In > In
................#1 > #2 > #3
(The #2 position has higher priority than the #3 position, just like the Big versions)
This would allow us to construct overflow systems MUCH more compactly, without having to stack a LOT of merger/splitters just to get a 1/64 chance (or whatever) to go into the desired machine instead of being destroyed.
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Alternatively (end-game item?), make the Splitter/merger block themselves be modular, so you can just "hook on" more "generic input" or "generic output" (1x1 blocks) to a "core block" and the splitters/mergers can then be both any size and any shape, with any amount of inputs & outputs (as long as they are added to the correct side of the "core block"), like:
In > In > in > (Core) > Out > Out > Out > Out
Maybe call it a "shift block" or something?

A design for always prioritized storage if possible before overflowing into your preferred "item destruction" method.
(it takes a while to unlock the Large Splitters & Mergers, but very worth it).
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NOTE, if it wasn't obvious, you want the item destruction to be connected LAST on the INPUT-side, NOT the output-side, that would just constantly empty the storage.
If anyone have suggestions for other games with "multi frequency cables",
please post those suggestions here, for inspiration.
Idea. (partially inspired by: PainBaller's comment)
To make it easier to move multiple connections at the same time
On the (left?) side of the screen, there cold be temporary connection points (like 10+ points? up-gradable?), like the Big Merger/Splitters, where you could hook up several connections to (with some kind of marker icon, or a hover-preview of the machine it is connected to?), then you can move to the other side of the map, or wherever, and un-hook those connections to grab the connection-thread so you can attach it to the actual destination.
In that way, you can bring over maybe 10+ connections in one go, instead of making 10(x2) trips (back & forth) to do the same work.
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Maybe some kind of "multi line" connection (similar to "Oxygen Not Included"s "Automation Ribbon" that can carry multiple signals in the same wire), just so it is easier to organize a "main buss" of resources across the map, without it looking like a drugged spider has been puking webs all over the place.
I consider that to be a bug.
There is no reason why an inventory should be deleted just because you moved it.
And it makes it annoying to move around storages with valuable items, because you need to drain them to another storage (that you need to buy an excess of) just to be able to safely move the original storage.
It is just super inconvenient.
PLEASE!!!
#1: Make it possible to rotate the machines!
At least the splitters & mergers!
It would also be nice if they could be mirrored, so you don't HAVE to make a production chain always go that ---> way, but you can make it go back & forth.
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#2: It would also be nice with a hot-bar or/and inventory for machines not in use.
To to remove clutter from the build-environment and easier placement of machines.
#3: It would also be nice if you could maybe shift-click on a connection, to PICK-UP the line that is connected, instead of starting a new line from that terminal.
This is helpful for long cross-map spanning connections that you just want to move to another storage or machine, without having to pan back & forth across the map just to change it.
(Spoiler alert)
I would like to take the mobile generator From Talos To Santorini (via Dam),
Call the Tram (to Central, or maybe Quarry area), unload the generator from Rover & load the generator onto the Tram, if possible with a Water recycler and the Mining machines Motors too (or I need to do multiple trips for all those, depends on how large the tram is?), then send all that over to Astrape, as a back-up for the stuff that gets blown up by the power surges.
That's what I would have tried in that situation, evacuate as much as possible from the "blowing up area" into the "need that stuff" area.
Yeah, it's probably basically a nuclear-explosion-crater (maybe minus the radiation?).
BUT, the author of this adventure (you), can decide that the explosion was so alien and powerful that it reacted with some kind of (alien?) material (like how sand turns to glass), and creates some new alien material or whatnot, that could be used for something, maybe it even has some kind of "loop-resistant" properties, or whatever.
Maybe that material is something similar to whatever that artifact was you touched that fused to the players body, and enabled the looping stuff to happen?
Maybe you can place that material on something, and it prevents that thing from resetting in the next (1x) loop?
Maybe it is a very volatile compound that reacts quickly with the thin atmosphere, but because the atmosphere is so thin, it reacts slowly enough that it can be captured and studied.
Be creative :)
Just so there is something to do if you happens to be nearby when it blows and you survive it.
(Spoilers!)
Some actions are ambiguous.
For example: in Laurion, when you move the water recycler into the rover, it says: "Install Water Recycler" but it doesn't say WHERE the recycler will be installed (base?, rover?).
It is even worse in Santorini, when you aquire the "Quick Cycler", it says:
"Install Quick Cycler", (should be: "Install Quick Cycler in Base" )
"Install Quick Cycler", (should be: "Install Quick Cycler in Rover" )
because you have access to both the bases recycler AND the rovers recycler, and you can't determine from the text where the Cycler will be installed, without first leaving with the rover & THEN install it when you don't have acces to the bases recycler.
(Spoilers!!)
Feature request:
After the Santorini crater, I would like to be able to explore the crater for clues or anything, I planed on approaching from Dam.
Maybe there is some cool & useful alien material or strange "power signature" or whatever created by the violent forces and mysteric powers of the crater-event?
It would be nice with some Blue type events there, if nothing else, just as entries for the log-book, but preferably something more useful too.
In eg: https://itch.io/games
The row of tags (about 3 or 4th row), it would be very useful to also be able to exclude tags.
So you can make a search like:
"Atmospheric, -Horror"
Meaning it shows all "Atmospheric" games, but excludes all games that contains "Horror".
(Even if the game contains both "Atmospheric" & "Horror" it will still be excluded. Possibly with an option to change that behavior for that result to be included anyway)
Currently, it seams to only be possible to include tags, but not exclude tags.
BUG
Please fix the mouse-drift bug.
When I click in the player so the mouse is locked, the camera starts slowly spinning clockwise, super annoying.
If I don't click, I can't rotate more than like 90 degree to each side, because the mouse goes outside the play-area & isn't tracked anymore.
Firefox: 111.0.1 (64-bit)
It crashes for me, can't play :(
The game starts, I see a little of the game world for a second, then it crashes.
Some empty "crash handler" (title) window comes up, but without any information inside, and closes directly after, then windows generates another crash window that says: "Totem.exe has stopped working [ok]".
Some proper debugging messages would REALLY be appreciated.
So I have a chance to pinpoint what is wrong, or if my computer is too weak or something, now I can't even determine what part of the computer it is that could cause an issue.
I have used ProcessExplorer.exe (besically TaskManager but better), and all it shows is a single spike of "GPU Usage" spiking to 96% but ALL other diagrams look fine (CPU, RAM, Hard-drive, Network,... all fine).
Idea: Alternative use for notes:
Those notes you pick up could be used to "infuse" a white block with that notes power.
So lets say you have a white block on the blue line, then you "infuse" it with "Purple power", then suddenly that note sends out 3 blue balls, instead of 1, it basically acts as if you have BOTH a Blue & Purple note on that column, but it's just from 1 block there.
IDEA: Preview upgrades in store.
It would be nice if it was possible to test the upgrades in the store, without purchasing them, the purchase is finalized when exiting the store.
If you have equipped upgrades you can't afford, then the doors are closed until you un-equip it.
(Maybe even with a mechanic that makes it possible to steal upgrades you can't afford, like the next room goes directly to the boss battle & the boss is +10% to +50% harder, or something).
Idea: "stack" white blocks.
You could "stack" white blocks on the same spot, to power up that attack.
So you have the option to spread out & do multiple attacks, or "stack" up the damage into a single HUGE ball of death (for example).
So, lets say you have 3 blocks, you can either spread them out (eg: yellow 1, 4, 7) or stack ALL 3 of the blocks (eg: on Yellow 1) and it does 3 times as much damage in 3 times as big area.
Feature request:
- Longer lifetime on coins (or preferably totally removed de-spawn mechanics for it), they can be de-spawned when leaving the room, or like 10-20 seconds after the last enemy is dead.
Because I feel this is a game about dodging enemies & bullets, not trying to suicide-dash into a horde of enemies & die, just to hopefully grab some coins before they disappear, because sometimes it's just impossible to get to the coins because there is a big wall of enemies in the way & when I have finally worked my way around (or through) them I just come back to empty space because the coins have vanished, it's very.
- Save a starting template for the damage setup.
Because it's annoying to have to reset it over & over & over & over again, after every time I have died.
It can save when exiting the starting room.
Bug 2, Probably memory leak from turrets?
I wrote the previous comment while the game was running, I had just cleared out a room on the 2'nd level (world?), so the game continued to shoot out turrets.
When I resumed playing, it was very lag, so I think something (probably turret) didn't get deleted properly, so multiple instances (of something) kept being created but not properly removed, I'm guessing.
Bug: Turret + Sharpshooter upgrade.
It basically shoots the turret out of the map, it don't even bounce off the walls, it's just gone.
I have filed up all 4 slots on that firing section, including green power.
When I removed the green power, the turret BARELY get 1 single shot of before timing out & disappearing.
The problem is that the turret doesn't fire while moving, and with sharpshooter it moves so far that it times out.
The lifetime really needs to be extended, or at least only start to count WHEN the turret has come to a complete stop.
"Buggy" dodge.
There is something weird with the dodge/dash mechanic, many times now I have died while trying to dodge, but the dodge either don't happen, or there is a delay between I push the button & it actually moves.
I am using the green slots for greater movement speed (slot: 1, 4, 7) if that "consumes" the "dodge power" or something like that.
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I have also noticed the reverse, I have just dodged, but the bullets I expect to fire doesn't happen.
I assume that is because the game-tick where the bullets should fire happen during the dash animation, so it's just skipped that firing step.
But it would be really useful if the firing would just be delayed to the end of the dash in those cases.
Because usually (when not avoiding,) the dash is calculated based on the expectation of firing from that new location, like: dash around a corner & expect to release a barrage of bullets, but nothing happens, it's especially DEVASTATING when you plan to fire your piercing "ultimate" into a horde of enemies, but it just "fizzles" into nothing because I dashed 2 milliseconds too late, so now I'm soon dead, because the enemies are too close & the dash is on cool-down & no bullets will come in several eternities.
There should be some marking on the boss door, because when I'm set up as melee only (yellow) & suddenly find myself against the boss, with lazes & short range attacks & don't really get a chance to switch to any viable weapons before I'm dead.
Or maybe an option to set up "attack profiles" (probably a fun mechanic), so you can press like 1, 2, 3, ... or something & it automatically switches all notes to whatever is stored in that profile.
So you can switch from melee "brawler" to "sniper" with a single button press.
Optionally with some delay mechanic if this is "too overpowered", like the "play laser" has to pass one time to switch the layout (probably a VERY annoying mechanic).