funny. but why does retiring not stop the calls?
sharpnova
Recent community posts
You don't think you're being insanely toxic to me right now? We both know that you simply screwed up and weren't thinking about it correctly when you made the currency "watts"
How would one collect a "watt"? Given that a watt is just a measure of a joule per second?
You're too deep (in your mind) and can't just fix it, so instead of just saying something like, "oh I screwed up, just like the SPACEPLAN guy did and it's too late for me to change it but it'll just have to remain as a kind of gag/joke/whatever"
No one would think anything of that.
But that's not how you approached it. You went the toxic/gaslight/intellectually-dishonest route and doubled down.
So it's you who's being extremely toxic, not me.
Btw I'm an editor @ IGR (indie game reviewer) and I'm the one always trying to funnel incremental games onto our front page. Was planning on trying to do so here since the metroidvania/platformer formula applied to an incremental was innovative.
But just to be clear you're going to take a troll stance and push back on the watts thing that I pointed out?
That would be beyond embarrassing.
oh my christ. i refreshed and made three train tracks and added trains to them until i have 6 trains and that didn't trip the "have 5 trains" requirement for hubs.
i'm sorry but this is impressively bad. nothing about it makes sense or is fun or playable whatsoever.
kids should not be allowed to vibe code with LLM's.
i'm a developer. i have multiple games released on steam. i know what game development on a scale equal to, below, and above this entails. i also know what constitutes good game design, good UX, and what generally maximizes virality/sales/reception/etc.
hopefully that will make you actually listen to my feedback and take it seriously, but i consider that unlikely.
1. no mute button or volume controls or even any kind of options/settings for saving/exporting/etc. is unforgivable. and hitting escape and reaching an overlay that is clearly not integrated with the game (it's very clear that it's a disjointed feature and not integrated into the game's organic UI) doesn't count. that's actually worse in some ways than having no menu at all.
2. clicking ANYWHERE to switch to the simulation view is weird. misclicks will be VERY annoying. you already have the camera button in the upper left. that is enough. this is a particularly annoying UI choice on your part because when something pops up, the player's usual instinct is going to be to rapidly click off it to close it, and because of your weird UI choice, that action won't close it but rather open up the simulation/camera view.
3. i don't like the boss guy's dialog popping up every time i claim the reward for completing a quest. the quest card already contains the information about it. and the popup for the reward is also plenty. it's just spam and annoys the player. if you want, you could have the guy show up and say his dumb bit and have the quest reward text included in what he says so that there aren't two popup texts.
4. it does not make sense that automation of intern hiring is in the research tree. that is an HR task. i.e. the bottom tier HR worker should not promote interns. they should be hiring them. that is kind of obvious imo.
I made some further notes. If you implement these needed fixes/improvements, then I'll provide more feedback. My experience has been that when devs give solid feedback to devs, newer devs tend to have an arrogance that precludes acceptance of said feedback so I tend to wait to provide the meat of feedback until I've determined that's not the case.
For one thing, since the positioning of your cursor matters so much for "area of attack", it's annoying that you auto-attack. The player should definitely click+hold to attack. Also the view should be a little less tilted so we can see stuff behind stuff and fully utilize the area patterns for simul attacks.
Nothing in the playfield is dynamic. No enemies or anything moving around. Just trees/shrooms/rocks sitting there.
Also these things we're collecting should be crafting not upgrading. Wood/stone/etc. are physical materials for crafting. Upgrades are purchased with things like "experience"
And upgrades should feel like they do something. Upgrading attack for example... feels like it does NOTHING. You way overtuned the health vs damage. I don't like when devs do that. They're way too preoccupied with making sure nothing is too "OP" that they don't realize they've sucked empowerment out of the player loop.
I could say a ton more but that's enough. The game loop is not empowering and that's why it simply wasn't that fun for me.
so i like the idea. the presentation is criminally bad though. why are we so zoomed in on the coin.. board.. whatever you call it.. thing. and then the dice are just bounding all over the place idiotically with no real physics..
just make the coin board.. or pathway or whatever you call the thing the coins are falling on (do you see how bad of a design you went for if the player doesn't even know what to call the central focus of the game?) smaller. and give the dice a little tray they roll in.
can't see enemy health. i saw someone else comment about it and you reply "surprised"
nah. nice try. enemy health doesn't show.
also, oftentimes i have a full dash bar and can't dash. i have to click multiple times. this occurs at the START of levels. particularly the boss level. i'm wondering if it's because the dash isn't really charged at the start and has to charge up but the UI shows it as full because it was full as of the last level END
note: i wishlisted this. it has potential. but it needs work in some key areas. i won't sit here delineating all the problems in a comment. if the dev wants to know we can chat on discord or zoom or something.
These gnomes. I set them to make 100 fire or something. Their carrying capacity is like 50,000+. Far beyond what's needed. The mats are more than present.
They just sit there by the chest with speech bubbles with green check marks in them.. and never move over to the cauldron or make any fire.
It's just insane how useless and broken gnomes are.
Why are devs never able to implement drone-style automation in their games without it being completely broken? Planet crafter couldn't handle it. Drones are little more than an afterthought in Satisfactory. A dozen other incremental games I can think of.
There's just something about an event-centric system that is impossible for devs.
started a character or w/e. took me to some screen where i saw items and equipment slots. i kept trying to drag this stick item onto my weapon slot. i tried it at least 50 times before i gave up. you couldn't even test if equipping the gear you literally gave us at the start worked..?
on top of this i full screened and all it did was move everything up. it didn't zoom and make everything bigger and easier to read.
this was terrible and i will not give it another try.
i'm simply blocking this developer.
I can't stomach playing this anymore because of you killing off the cursor when the game has focus. And I've removed it from my list to play later because I saw someone on reddit suggest how to fix it and you gave a vague response.
Good luck with your future efforts, but if your game was worth keeping an eye on, there's no way you would have shipped it with this type of mouse mistake in the first place. Absolutely no competent dev would playtest that and keep it that way.