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TrashCan1991

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A member registered Jun 14, 2025

Recent community posts

I meant that the score isn't increasing. At all. 

> comments · Posted in > comments

Unsure if something's broken or I'm just not smart enough for this game, but there's only one thing that can be clicked and it causes you to start losing the game without generating any score or resource of any kind.

That might be the least satisfying ending I've ever seen. Doesn't even look like it's a prestige mechanic. You just spend the time playing the game to fully lose. Yeesh.

I'm not entirely certain how this fits the incremental game category. There's just not really anything incremental to it. You just spam until you lose, and then you've experienced the entire game.

Yeah, I managed to figure that out, only to run out of time and then be unable to get back because I'd made that sacrifice. It feels really punishing, in a bad way, and I had to set it down after that because I felt so much like my time had been wasted.

I'm genuinely so lost on what the hell I'm supposed to do once the blue button pops up. I feel like I've been doing the same shit for eons, but the description says that's incorrect, but there's seemingly no other way to finish the blue button.

No, the font is fully impossible to read accurately. Also, your prices go from single-digit, to double-digit, to four-digit, with nothing in the middle. Like... You get 4 upgrades and then do nothing until you somehow save up $1400. I don't remember the names. I just remember this horrific font and format having been put on here under completely different names multiple times and having the same issues each time.

This is like the 5th stolen clone of this same game that I've played on this site. Same terrible font, same whacky prices on upgrades, same complete lack of options menu for the absurdly loud sounds, same absolutely nothing interesting about it.

Well, this time it opens, but the character is incapable of hitting the 3rd enemy, so the game just stalls out infinitely.

Oh, never mind. The game just goes to a neutral screen where nothing happens when you click any of the main menu buttons.

Just fyi, the settings menu doesn't have any settings in it and doesn't have a way back to the main screen

Of course! Now, I'm not gonna claim to be some expert, and that "5 times max" thing probably has a lot more wiggle room depending on the player. Mostly, I felt like I'd only had to play any of the levels of 1-9 about five or less times to get enough upgrades to beat it, and that felt like an amount that was acceptable to me and didn't make me feel like I was "grinding."

I know that when you're in the middle of making a game and building all the dope ass features that you plan to have in it, taking the time to step back and hold the player's hand through something you innately understand can feel like a waste of time. I also know that some of the recent online discourse around tutorials and the "yellow paint" debacle have made a lot of waves around the idea of teaching the player how to play your game. 

Ignore anybody that says you don't need one. There's a reason that every major studio puts a tutorial section into their game, no matter what genre it is. A potential player is far more likely to get frustrated with your game or just not even start it if they go to start and have absolutely zero clue what to do, where to go, or what buttons perform what actions. It'd be like taking somebody to a mechanic's shop and telling them to fix a car, only to berate them because you have to teach them how to do it. 

Now, I'm not saying to make an elaborate Barney-style show to teach somebody how to press 'W' or anything like that. All I'm saying is that you need to teach people how to play your game. If a player has to spend the first 5-10 minutes trying to figure out the buttons or the UI instead of being instructed on how it works, they're far more likely to just not play that game. Additionally, if you force a player to figure it out on their own and they "discover" a major new feature later that was supposed to just be something they could do, they will feel immensely cheated for not having known that earlier. 

And before anybody comes in and says something like, "Well, X game doesn't have a tutorial, and it's super popular..." You're wrong. Even telling the player which button is the attack button or how to move around is still a tutorial, even if it's minimal. I'd also argue that any game with a minimalist tutorial either already has a fan base surrounding that genre or studio, or that it would have had far greater sales and acclaim had it had one. 

So, I feel bad, but when I opened up the game and there were 6 windows and no tutorial, I just closed it immediately. I know that things might seem intuitive, especially since you built it, but without knowing what was what, it instantly felt more like a chore than a game to me. Players want to be able to immediately play, and feel like they at least somewhat understand what's going on. If somebody has to spend the first 5-10 minutes studying the UI on their own, your audience reach is almost assuredly going to be far smaller than it would be with a tutorial.

Ok, so I checked out the new version you uploaded. When I'd commented before, I was hoping the infused pixels would have some power behind them that wasn't super far off. I think there's a pretty big issue with whatever is happening to enemy hp numbers going into level 10. 


Even with every upgrade available (except the infused ones), it feels like the scaling just crushes you barely 5 waves in. Now, I'm not new to incremental games, but needing to farm previous levels less than 5 times maybe to get enough power to proceed felt like the right amount of repetition. I think I've played level 10 for 6 hours or so, now, and I'm no closer to beating it than when I unlocked it.

Holy moly, that lucky cat needs some serious assistance. Max level cat can't even keep up with halfway through the customer upgrades, so it being an "auto clicker" ends up feeling like a waste of money.

This was pretty cool! My only gripe is that there seems to be nothing I can do with the Infused Pixels. I unlocked them, even crafted 5 of them, but there's nothing to use them on so I just got scammed. 

Of course! If possible, the visually cleanest solution would be to have a window appear when you hover the mouse over one of the machines that just says: "Able to produce: <insert list of images below it>"

Ok, so for actual feedback, your nodes in the crafting area definitely need some kind of tooltip for what a given building or machine actually does before somebody builds one. I definitely had multiple times where I would build a new building or machine, realize I had no idea what it was for, and then went to clicking every other box to figure out what thing used it.

Alrighty, so I gave it another go. The new upgrades feel much better! I did find a bug, though. While all of the upgrades seem to do what they say, the shop menu doesn't dynamically update your crate total and what you're allowed to buy unless you manually click. If I just left it on auto, it just had them faded out until I clicked.

All good, friend! I'm just trying to make sure I give feedback when I try out the games around here instead of keeping it in my head. Doesn't do anybody any good if I found a bug and don't report it, you know?

I know this is a prototype, but my main question would be to ask what the goal of the game is. Is it just a "make number go up" kind of game? If so, I would highly suggest lowering the costs of early upgrades. For a game just about making the number bigger, very few people are going to want to click/tap for that long.

Awesome. I'll give this another look when I get home. The art style is fun, and the GTA: Salvation Army vibe it has is a good time!

The hiding/stealing functions don't seem to work. No matter how many times I hit "w," Bob just kinda stands there doing nothing.

Maybe... 30 minutes to an hour or so? I wasn't paying close attention. All I know is that my gold started wildly fluctuating between a real number and an endless string of negative numbers. lol

Well... I broke it. lol

Also, just fyi, when you reset to devote levels after using the boss token for the first time, the boss doesn't drop the token anymore and locks the skill tree forever.

Without trying to spoil it for others, is floor 5 the end of the demo, or am I missing something I'm supposed to do?

After about depth 150, the blocks just started ascending out of control and ejected themselves from the top of the screen. 

Not much game here, really. Just click button to make number. You could pretty much play the same game on a calculator.

I'm not entirely sure what's going on, but none of the monsters seems to take damage from any of the available tools, so your whole squad just kinda dies when they start showing up.

I know it's just a simple thing, but at about the 3rd core I started laughing hysterically and couldn't stop. This was so fun.

I didn't expect this to be so crazy fun. This was amazingly well done.

I think this one might just need a little more time to figure out what it wants to do. It looks like it's set up such that you're supposed to literally make a full loop around cities in order to claim them, but your randomly floating little dudes just kinda slap into random enemies and die on every loop. Without any kind of tutorials about victory or combat mechanics, this just feels like I'm looping to lose.