A pretty simple little prototype, was fun to fool around in for a little bit! I did find it interesting how after the upgrade, it's better to have just small houses rather than large ones for power:income ratio, although I guess that then becomes more space efficient!
thePalindrome
Recent community posts
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)
The "Achievement" (my bad, it acted like a quest) introducing the concept informs you that you can either drag an image into the game, or go into settings to get a file dialog. The achievement only clears if you drag an image, so if you use the file dialog in the settings menu, that doesn't count for the achievement (at least, so it seems, I noticed achievements only trigger if the game is unpaused, and sometimes menus pause the game)
You know, I was looking at this and noted how it felt like reactor/factory incremental, only to look over and find out that it's by you!
only just starting, but looking forward to seeing how it goes!
I will say the income boost feels really weak because it also increases the cost proportionally, but I guess incombination with the lifetime it's okay
A rather neat little set of minigames, although I have a few notes:
It seems the 'par time' for system 1 is far too short, I'd never managed to even guess the simple ones before taking damage
Might be best to force the first six failures to go 'in order' just to show off and let the player see each of the minigames, as it was I didn't get sanitation until the difficulty started to ramp up
But even with those, certainly neat!
Finally got 100% completion, very nice, I love the subtle wording on a few things, but there are two small (and related) issues:
1. You can't see the first entry in the queue, it's just fully invisible but does contribute to the nuke condition
2. If the second entry is an outwards one, you cannot see the color at all
Those combined mean that even ostensibly legal, good moves can result in major problems.
In addition, "winning" is a weird move because it can create nukes, but are considered legal moves, which means you have to spawn a whole bunch of wrong goals to keep the game going sometimes
Might take some work to fix, but making tooltips and the skill tree re-render upon buying things (or the underlying stats changing) would be amazing, I didn't even know that I was actually buying the skillnodes, my first thought when it didn't re-render was that the process had to do the upgrade itself as a task, but then I realized I was actually spending things, and re-opening the menu caused it to update!
Heh, that is a fair point, there's just a myriad of connotations behind the genre of "incremental" that an action RPG doesn't necessarily meet, even though it absolutely satisfies the technical definitions!
I'm not sure if the NG+ option would change where this game stands for me, genre-wise, although it's certainly interesting to try to think of *why* it doesn't change anything, and perhaps I'll end up with an answer that helps me figure out my design crutches and biases, but for now I unfortunately have to say "I don't know why exactly I have this opinion/stance, just that it is the conclusion I'm currently drawing".
Either way, I can at the very least say it was a fun game, unless someone decides to contest the definition of game or something XD
Oh, my apologies, I wasn't meaning to suggest it was *misleading*, just a bit miscategorized. You are right though, there are incrementals that don't have a prestige, either at all or because the "reset" is something forced on you (see games like Increlution, Groundhog Life, Progress Knight, etc)
I think it's also a little fuzzier because it's an RPG, so there has to be *something* seperating the two genres for sanity's sake, but it's hardly a formalized thing!