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Sisyphean Games

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A member registered Oct 23, 2018 · View creator page →

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Thanks for the feedback and suggestions!

Unfortunately the fire effect for the arrows doesn't work on web. The functionality does though, it basically makes arrows deal additional damage to armor and siege units.

Thanks for the feedback! We had some similar thoughts and are working on some major changes to the defense system right now. Following that we also have several changes planned for the crisis system. Hopefully both of these will help reduce the pressure early on but increase the pressure later in the game.

Thanks for the report. I'll get the first issue fixed. For the second one, it was designed to maintain at least min decay once you trigger the first bonus. I can see how it is a bit unclear though and how it could be annoying if not putting much into the system. I'm considering a few changes to how things work already but it will be a bit before I get to it.

It should be fixed in the new update I just released. It was meant to no longer reduce card draw and instead just block building on a planet.

Hmm, I'm guessing the moons just didn't emerge like they were suppose to and remained hidden behind the planet. I'll take a look and see if I can find what went wrong.

Thanks for the report! I'll try to get these fixed soon. 

Thanks! I have it fixed in the upcoming update now.

My guess would be it was preventing building on any planets with a metal resource while at negative metal. I'll add it to the list and get that fixed. Thanks.

Ah, yeah I can see what happened. The planet selection panel just gets updated and reused every time there is a call for so when the command ship was killed it just overrode the building slot addition with selecting a new planet. I'll have to do something about that to keep it from happening.

It's supposed to reduce the remaining time on active crises so they resolve sooner. Basically like adding free points towards resolving them.

Looks like it was supposed to trigger when the turn started but I forgot to connect it. Oops.
I went ahead and just moved it to the end of the turn right before new crises are triggered. Figure it might feel better if it can finish off a crisis in time to save from a loss instead of applying after.

It's now fixed in the next update which should be done soon. Hopefully within the week and it is jam packed with stuff. :)

Good to know. We are still a while away from the next update but it should improve exploration a lot and will also have some improvements to science as well.

Thanks for letting me know, I'll take a look and get these fixed.

Thanks for pointing it out, I have it fixed now for the next update.

Hmm, so it kept happening after the first time? Not sure what is causing it but I'll try and find out.

Huh, weird. I'll definitely have to look into it and see what is going on. I haven't encountered this one myself.

Fixed the spelling for the next build and I'll take a look at the CTS building and see why that isn't working right.

The last update had a lot of changes to the defense system. Enemies no longer spawn with a countdown tied to the slot but instead there is a single timer for the whole system and it spawns in a single new enemy in the first open slot. We also deliberately removed several of the hit to delay effects as it incentivized not killing enemies too much. It sounds like the balance is off though so we might have to lower ship health and/or increase the time it takes for new ships to appear so that there isn't as much pressure to focus on defense.

Yeah, I think I know what the issue probably is here. The menu pauses the game and the faction screen isn't set to run while paused yet. I'll make sure to get that fixed.

(2 edits)

Thanks for the suggestions!

1) (Edited) - For now bumped the starting number up by 1. I'll have to look at it and evaluate if changing it to the original space mines thing will work for this game. Defense works a bit differently here than it did there.

2) Ah, yeah that does seem rather under-powered now. I'm going to bump the number of points to active crises and also have it give a permanent decay reduction

3) This is already fixed by some changes in the upcoming update. Now the laser will charge up when shooting the same target and do one larger shot all at once.

4) Agreed, that is probably a better idea. Adding it to my list but it might not make it in the next update.

Thanks for the report. I think I already found and have this fixed in the next update.

Thanks for the report, I'll take a look and get it fixed.

Thanks for the feedback! 

Having little control over the deck is intended as we want the focus on upgrading and changing the values of cards. We may add a bit more control over it in the future but we don't currently have any plans for it.

As for the different point types, we do want them to be more closely tied together to make sure you need to at least interact with a couple different systems in order to achieve victory. We are working on making some changes to some of the systems and that along with some balance changes will hopefully get us there.

Defense is one of the systems we plan to make some adjustments to and we will take a look at how quickly the ships appear. Let us know if you think of any other changes you think would help.

Some card stats sound like a great idea! I'll take a look at adding some stat displays to the deck/discard viewer.

Thanks for the report! The bonus is indeed broken at the moment. We are actually going to change it in the next patch to instead decrease crisis points by x when defeating an enemy ship so that will fix the problem.

I'm glad you enjoy it so much! We still plan to come back to this one and make a full game, it may even be the next one we do once Cardalaxy is completed.

Yeah I agree that something needs to be done. Thanks for the suggestions on it. I'm probably going to delay the defense system from showing up for another turn so do something similar.

It should hit the bosses as well. I'll take a look and see what is going on. Thanks.

Thanks for the suggestion. I'll make note of it for when we do a balance pass.

Huh, definitely not displaying correctly. I'll look into it. Thanks.

Thanks for the report. I found the issue and will have it fixed in the next update.

Thanks for the report. Missed this when fixing the broken references.

Thanks. I assumed it was just the broken reference but I'll take another look at it.

(1 edit)

Drat. I guess something must have gotten messed up when I changes the engine version. Seems like some references might have broken and caused the three issues you posted. I'll take a look and get it fixed up.

This is fixed in the next update. Thanks.

Added it to the list. Thanks.

I updated the look of the tooltips so this should be fixed in the next update. I'll probably be changing the whole rewards selection panel once I get around to it.

Thanks for the report. I believe I found the issue and have it fixed for the next patch.

Thanks for the suggestion. I'll take a look and see what we want to do.

Ah, yeah I'm pretty sure I know what happened. I'll get it fixed for the next update.

Thanks for the suggestion! We will take a look and see how that feels.