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Significantly Long Note

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A member registered 21 days ago

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I am pleased to hear that.

I do understand and relate to that drive to figure these things out on your own.

I have a new list of bugs, which I will post separately once I am able to do so tomorrow.


For now, an inquiry.

I've compared the two Base64 strings, those being the one used in the local cache of your browser, and the other being the exported data.

Without having access to the verbose script, I'd say you solved the export pretty elegantly. Well done!

But it does further highlight the trailing null chars of the json data.

That being the countless 'A's at the end of the Base64 string stored in your browsers cache.

And I am quite curious about their purpose.

That being said, I look forward to the next update.

My pleasure.

Would you perhaps like help with the import/export system you originally had in mind?
It just so happens that I work as a Software Engineer, and I regrettably have made my own experiences with the shortcomings of HTML5.

If so, let me know what worked and didn't, and what specific things you tried that HTML5 stopped you from doing, and I'll see what I can do.


Regarding the game speed, that is understandable.
Perhaps calling the next wave early could be a consideration?
That would allow you to pace the game faster, if wanted, while not heavily interfering with any existing systems.

Assuming the waves aren't handled in a big for loop lol.

I've been enjoying this game a lot so far, and I am looking forward to seeing how this develops in the future.

There are a couple things I noticed, however.

For one, you can buy any prestige upgrade multiple times, including one time upgrades like the target closest upgrade, which does nothing when bought more than once.
Rip 10 prestige points, you will be missed...

Additionally, the target closest, at least on my last session on 1.1.0, did not work correctly.
Instead of aiming at the center of the enemies hitbox, it seems to pick a random offset each game start, leading to it sometimes targeting an enemy and never being able to hit it, because the offset is way off from the actual hitbox.

Now for some suggestions;

Since you mentioned deeming the bug of the mouse up event listener not triggering upon leaving the game's container a feature in your reply to EndermanFran's comment, perhaps you could consider adding an auto shoot option to the settings menu?
I feel it would be a great QoL and accessibility feature, as well as allow you to do other things simultaneously (i.e. writing a comment for your game), as in the current state, any mouse click will trigger the event listener, thus halting any shooting.

Another feature I would personally love, is a new Prestige Upgrade, which speeds up the Gameplay in some way.
Especially the last two areas would benefit from this, given they can take quite some time to clear, and failing close to the end of area 12 can be very frustrating because of this.

Lastly, I would propose a way to Export and Import your save file.
The way you would currently need to do it, if you wanted to for example back up your save, is copy the Base64 data from your browsers Local Storage and then overwrite the value of "PokemonIncremental.0.html5game/gamedata.json" to import a save file.
Given the game's alpha stage, being able to easily export and import saves may be beneficial, as bugs (like the aforementioned prestige point theft that target closest does) are very likely to mess up save files.


The game is certainly headed in a great direction, and I do enjoy it a lot for what it is already.