Pretty sure if you lose and don't refresh the page, the wind doubles up, making it impossible to clear anything
thePalindrome
Recent community posts
Pretty fun, although the hardest part I had was in sector 3, as I kept getting booted off planets, and thus everywhere was either at or near 100%, I just had to wait for passive income to give me enough for new leviathans before I could actually try to take and hold something
Some things that might be worth adding:
Cost Scaling decrease on units that are 'truly lost' (i.e. not immortal)
Some kind of bulk deploy (shift+click for 5 or 10?)
An auto-deploy for units / auto-colonize to reduce the micromanagement and rapid clicking required to take and reinforce a planet before it's taken
I rather liked the audio design, too, so you did well on that!
To clarify what I mean:
There is no "practical" difference between dumping at 61 waste, or 100 waste, aside from spending more time to get to that point. It's not a technical issue here, but a quirk of the design of the puzzle itself!
Ultimately this 'optimization' makes no difference, as there is no code-complexity, character restriction, or other factor to optimize against, but just something I noticed while putting things together!
For example, with the pressure mechanic, you only need to check if you're above the lowest threshold, as if you're somehow above the window, you might as well 'bail early' rather than wait! The oxygen is the same, but admittedly it's hard to tell because I can only load my save for a few seconds before the ending triggers again
It does seem like the variants won't auto-apply, maybe they have to be named something specific, but it just made scaling up a little funky (not that you do that too much)
I'll also note it's a little odd that charging stations and bulk storage are so late that I actually hit the end of the demo before unlocking them, but I at least got to run a furnace for a little while!
A couple interesting things to note:
Some puzzles refer to a range, but since 'out of range submission' and 'no submission' are the same penalty, but the latter takes longer, the solutions always just end up being 'if greater than minimum'. Might be worth reworking the puzzles to either approach from below or from above
Scripts aren't automatically copied between machines when you add a new one, just making it so other machines copy machine_1 when first made would be an easy QoL boost!
The generated music gets a little... incoherent, might be worth reprompting the generator for it!
I do generally like the game though, and the puzzles going for it, so I'll have to watch the steam page for it, I suppose!
Has a handful of issues, but the in-game reporter got a lot of use from me! I really liked it though, and I'm glad you're still working on it!
The biggest issues were:
1. Dismantling yards doesn't lower the yard cost. I relocated, then realized I had 1k capacity, which was far less than the 160k capacity needed to build a yard, meaning I'd softlocked myself
2. Ramps don't seem to work at all. Maybe it just required very late-game research or something, but while I could build ramps, nobody would ever use them!
62 of the antiviruses said it was fine, and you instead trusted the 2 that you've probably never heard of, to run on an OS with endless security holes built in :P
I can understand your concern, especially when it's a fairly technical issue, and while I probably won't concern you, I figured I should at least address it!
2 flags out of all of them is almost always false positive, especially as when you check the ones that flagged it, they're random oddball ones. Makes me wish you could basically 'contest' the VT results and eventually get them to drop it.
I ran a scan myself using clamav and it's come back perfectly clean across all 984 files, so worth keeping that in mind with VirusTotal!
Pretty neat to play, although a few things aren't as obvious (like how the city connection comes from the rocket, which is the only real thing that the rocket does), but the sound and graphics were neat!
I did find it weird how a few buildings could output to 'sideways' conveyors, and that there was no setting to disable pausing on lost focus, but that's on me I suppose!
This is pretty fun! I thought it would go until I timed out, but I actually won with one mistake!
Got some of the roguelike fun of picking solutions that 'don't matter' to your current workflow (or even improve it), so I'm pretty happy with it!
Biggest thing I would want would be UI scaling, but that's because fullscreen unity games in my browser act a little funky, and this game won't work if you play it without
Pretty darn atmospheric and neat, I really hope you expand this into a post-jam version!
It seemed the arrow slowdowns don't work very well, and it leads to a frustrating situation where you want to just commit suicide to try again with better launch speed, but meh, that's the kind of jam jank that's more than acceptable!
I did especially like how the music changed as your awareness grew, and I think you are critiquing yourself a bit too hard on the icons, they're a bit rough, but they weren't 'distracting', so I might not have noticed if you didn't mention it!
I couldn't enter the 'stalactite cave' due to the invisible wall, and I'm not seeing anything else, the mayor hasn't come back or anything to deliver a title drop.
There's also some performance issues, especially when placing a lamp, and that in turns leads to a lot of tunneling issues, which could even cause a softlock if you're out of energy!
Lastly I think the music needs a pass through audacity to remove the high-pitched clipping, I had to mute it after a while, which is a shame as it's otherwise a pretty good track!
Otherwise it's got a pretty good gameplay loop, the art's nice, the music is generally nice, and hopefully you're able to iron out the issues!
Really interesting gameplay (I liked how the levels were partly-randomized), and the soundtrack was great, but just like some of the other games I've played of yours, really weirdly laggy, I wonder if it's just the engine misbehaving or something!
Either way, looking forward to more of this, if you feel up for it!
The splitter belts seem to have a few odd quirks to them, one time one 'locked up' and wouldn't filter after I set them, and another time it started teleporting resources a far distance to a Launcher or Catcher when I placed them, requiring I break and re-place them to 'unlink' it (or just change the routing on the belt splitter)
Pretty neat though, and I love the descriptions, although I feel the very starting intro tutorial could use a floating window that points out a blue crystal and ice node on the map, as it can be hard to spot
Ohh, interesting! At first I thought it was a "rulechange", as in it overrode the existing rule in the 'command' it was part of, but then I wasn't quite sure when I saw it in some of the hints!
Hopefully this gives you some insight into how 'w' is being perceived and what's going on with it, but I know puzzle design can be really tricky
Since you're diving in, I figured I'd get some some extra stuff!
> load_threaded_get(): No threaded load for resource path 'res://game/game.tscn' has been initiated or its result has already been collected.
Looks like either godot's insane, or you're manually loading game.tscn and not checking if you've done it!
And the leaked stuff (from a shorter test, so might only be catching a few things)
Leaked instance: AudioStreamPlaybackMP3:9223372332955862308
Leaked instance: AudioStreamMP3:9223372095004607911 - Resource path: res://audio/music/enormo.mp3
Leaked instance: SceneTreeTimer:9223372109651117734 (There's like 20 other SceneTreeTimers that got leaked)
Hint: Leaked instances typically happen when nodes are removed from the scene tree (with `remove_child()`) but not freed (with `free()` or `queue_free()`).
ERROR: 1 resources still in use at exit.
at: clear (core/io/resource.cpp:609)
Resource still in use: res://audio/music/enormo.mp3 (AudioStreamMP3)
And then 27 StringNames,
`Orphan StringName: _get_rid (static: 0, total: 1)`
Is one example, and they all look to be sound related, so might be all related to the mp3 that leaked
Looks like it was, as I did have that auto-aim (which is what I meant by the "orbital aim", yeah).
The issue with the auto-aim is that it can't really hit the center at higher orbital speeds and the larger moons!
The ObjectDB thing, without digging into documentation, probably means that you're 'discarding' objects, but still maintaining a reference to them, so that godot's garbage collector can't remove it. Just worth going through things!
If you try a web build, keep the web console open, a lot of things will show up in it by default!
And I'm looking forward to how you change the levels about!
Orbital speed is really bad for a few levels (as it means that you move just fast enough to not kill enemies, but slow enough that they can catch you), but then becomes overpowered and can ignore enemies!
The accuracy upgrade reappears every time you change scenes (so if you die, or if you go to the next moon)
The 'main screen' always shows 5/5 moons remaining, although it does track the moons properly
You call take_damage on a whole bunch of areas that don't have that method (PlutoArea2D, CharonArea2D, MeleeRangeArea, StyxArea2D, etc), leading to *massive* logspam
There's a minor memory leak in the ObjectDB (I didn't run it with --verbose so don't have the full story there)
And I feel the game petered off after the second moon, and it was just about waiting, then manually aiming as the 'orbital aim' doesn't work for very large distances.
All in all, I rather enjoyed this, and hope you give it some post-jam updates and such!
It seems to have a few technical shortcomings:
If you click rapidly once you have auto-loop, you end up with multiple machines gained per cycle
If the window loses focus at all (even if it's still at full-speed by the browser), the entire game pauses, which somewhat defeats the point of automation
As mentioned by someone else, there's some really nasty memory leaks present!
It seems the "half-bit" income is completely ignored, presumably because you enforce an int
All in all, I'd like to see more depth, with the system efficiency and data extraction displays meaning something!
Not sure if anyone's been able to notice, but the mmm and neocities displays are reversed, essentially being in the wrong spot!
I will say, though, that while I would disagree with some of the conclusions (Most notably, the irony of citing app clearinghouses as prohibitively expensive whilst posting on itch, a seemingly wonderful platform for presenting creations to the world), I can hardly criticize the questions and concerns posited, and the format they are presented in certainly adds to the thoughtfullness of it all.
Again though, I'm pretty sure comments are meant to be effectively disabled, and nobody will ever read it, so why bother typing it up?
Went through the demo, and I rather enjoyed it!
There was a slight grammar issue (in the Repair Dummy action you use `it's` instead of `its`, because possessive form rather than contraction)
Shrinking Stats and Log shows S and L, but those aren't actually hotkeys. It might be a small little QoL thing you add in the future!
I feel it could use quick replace for ghosts (Unless I'm blind, there's no way to quickly rebuild after an explosion, even though the game knows the orientation and position of every type) and some movement quality of life (You can't move and rotate a piece at the same time, which makes some adjustments very painful to try to do)