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starea

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A member registered Sep 06, 2024 · View creator page →

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Sure that's quite easy to add, however keep in mind that this is the demo and only contains the first map of the game: after building the Great Spire you'll be able to activate the first Beacon and expand on another biome, where you'll have new ways to use Favor (but also Wood and Gold). 

Thanks! There's some stutter/lag currently when the game's day ticks, because I do everything at once (gather resources, spawn relics, spawn enemies, objectives, saving game etc.), something I'm already fixing with the next patch.

Each upgrade of the Barrack consumes food as well on top of wood and gold, the UI isn't clear however, I could improve it

I didn't know that, I'll try to localize the game in Polish!

Thanks!

Thanks!

This is quite a tricky task because I do want to show to the player what's the reward for clearing an enemy camp, however I agree that I could the UX better. Maybe something like adding right-click to instantly attack the enemy camp, and adding shortcuts for opening the various panels. Thanks for the feedback!

Yea I agree, I've updated the game with a rework on the upgrading system, now being tied to the individual buildings. Expanding your settlement now does not increase the upgrade costs of the old buildings

Thanks for playing!

I've reworked the whole system behind the upgrades in the latest patch, now costs are tied to individual buildings rather than scaling globally

Ahah thank you! 

I have never released a game on GOG before, I need to look into that. The game has a few languages already other than english: you can access them in the options

Yea I'll be looking into a better way to scale the upgrade costs in the next patch

Thank you so much!

Yep I'm working on a panel/UI to better manage the gatherers (with a recall button as well), and synergy on building placement sounds fun, I could def give it a try. Thanks!

I'm working on it for the next patch (hopefully!). I had one in an early prototype but I wasn't really happy with it so I'm reworking the whole feature. Thanks for enjoying the game~

As of now, the only thing that matters is how far your Gatherer's Lodges and Barracks are from activities like Imp Camps, Abandoned Villages, and Divine Offerings, since your gatherers and soldiers have to walk back and forth. Lumbermill distance does not matter since Wood and Gold are gathered on the day tick.

I could add an early game-mid game building to spawn tier 1 and tier 2 spoils, while leaving the tier 3 spoils for the end-game. I could also add a new UI to have a general overview of the gatherers to quickly unassign them, keep track of the upgradable buildings and more. Something like a "Work" button on the top of the screen along the Relics and Boons buttons.

Thanks a lot for the feedback!

The full game has a new "quick run animation" option in the settings for a quicker animation, I've patched it in today

Ye the coins delivery took too much time, I heavily sped it up and added more ranks to the draining upgrade. I've also made the scrolling in the upgrade menu a bit more clear. Thanks for playing <3

It could be tricky to implement a zoom feature (to zoom-out the skill tree) due the nature of the UI of the game being very tiny with 8x8 assets. I'll try to find out a solution

That's a good idea, currently it's kinda obscure to understand how big the bomb radius is.

By straight back you mean back to the camp with the skill tree and other options, or back to another mine?  (I'm adding a bonus for clearing a mine when you've bomb left next patch!)

Glad you're enjoying the first prestige! Regarding the "delay" for ending the mine run it's something related to lodestone but also bouncy bombs and a few more things. Should be fixed within the next patch

Sure, I wanted to add more settings and I can easily add a flag for turning off screenshakes. I've made the steam page today, it should be up in a few days!

Done! Added a new mine stage, you can access it via prestige in the base camp. You can read more about the new latest patch here https://starea.itch.io/fragminer/devlog/1472593/fragminer-v03-prestige-is-here-n...

On it 🫡 Thanks

Thanks! Yep, I'm gonna add a bonus if you cleared the current mine with some bombs left, but also some objects to target that cause various effects. Also working on new levels to have more progression!

Thanks! I'm working on having a bonus for clearing everything without using all the bombs, but also adding objects to throw bombs at to spice up the gameplay as well.

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Yea the scroll is bugged currently, fixing it soon with a small patch. I like the outline color idea for the upgrades, I'll add that as well.

I've a few ideas regarding progression and ores, such as adding a prestige system. Thanks a lot for the feedback

edit: v0.2 is up! I've added an audio settings panel, various fixed and more, full changelog here https://starea.itch.io/fragminer/devlog/1470600/fragminer-v02-version-audio-sett...

Adding audio settings today with a small patch!

Thanks! I'm gonna fix the scrolling issues very soon

Going to add audio settings in the next update! I need to fix that issue with guaranteed copper as well, thanks for letting me know.

Thank you so much!

It's very easy to tell what's a mimic and what's a regular treasure chest (and mimics can't move, so you can simply ignore them). This is a rather "classic" roguelike game, with a traditional exploration phase, so both learning and difficulty are rather common and needed in the genre. And the Chieftain was not a bug: as shown in the game, there's a "threat bar" that gets charged by defeating enemies, and when it's full it starts a strong boss fight.

The whole game project is meant to be a roguelike with some difficulty, I tried my best to tag with the correct tags and genres in order to clearly state the game's genre. Some games are supposed to be very simple, like idle/casual games, some others are meant to be harder.

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Not every 2nd chest is a mimic, they are rather rare. And you can easily spot mimics from regular chests: their colors are different (regular chests are light blue, mimics are yellow). 

Lots of helpful feedback from the video, thank you so much! 

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The game is still a prototype, so not fully done, but the main idea behind the game is that everytime you play a match, even if you lose, you gain resources based on the score, and use them in your "Camp" (work in progress) to unlock more stuff that helps, bit by bit, your goblins. That would be the meta progress for this roguelite project. 


Also, more perks and new goblins will make the game even easier: right now the skill tree is not complete and there are just a few goblins. I've designed a few that stun and tank the human soldiers, but aren't in the game yet (they help a lot). Sorry if the game is still a bit unfair!