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Utilitilini

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A member registered Dec 08, 2019

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From what I got to play of it, it's a neat petite experience doing your best to figure out the best matches and seeing the passengers get bigger and bigger. Though I did have to figure out a lot of the mechanics from trial and error.

Farthest i got was, I think, station 27? 


I didn't have any problems with the controls for sliding the screen left to right, though the timers for each passengers got difficult to notice once they began clipping over each other due to the larger passengers being next to the skinnier passengers.


My favorite designs have been the Mascot, the tourist, and the Dietician.


Overall: cool little game-jam sized game.

Some quick feedback:
Outside of the slimes getting stuck chasing the X-axis position of the closest emplacements when they're a few floors below the target, the slimes are in an okay position when it comes to health.

Defenses are also at an okay position, as barriers can hold out against one wave of their appropriate level before the player needs to check up on them and heal... assuming the laser/Gausse defences are lined up efficiently. Although I'll have to do more playing with the  shockwave emitter  defense thing, as I'm still not sure how I feel about its usefullness.


When it comes to the cavern section of the game, I don't think I would've been able to realistically hold out against any of the slime waves if I decided to not get to high ground As Soon As Possible, since the slimes at each waves seem so overwhelming for what seemingly can be built underground; so I end up avoiding building any defenses and simply make a b-line to the other teammates.

The dialogue related to the big crystal undeground didn't fire for me, though it's been a while since I've played the 2024 versions, so I may have just missed the update that removed it.

I decided to continue playing on this version just to understand what the difficulty problem was that people were facing before the updates.

From what I can tell, the Flying Purple slimes make it so that the player has to always be at the frontlines of each slime wave, as any defenses that could attack them (Assuming the player's drone isn't the only means of anti-air defense) get quickly bogged down by the quantity of slimes already attacking from the land.

Due to the large slime contingent on the ground for late game waves, the energy shield becomes a liability, due to it both requiring power to operate not being able to survive more than one or two hits from the land based slimes the closer you place them near the slime spawns or where slime waves combine into large forces (ex. Cliff Bases). The Energy shield Power is an issue, because that makes it even more difficult for the player to be able to power up more than three defenses at the frontlines, which isn't enough to survive the wave without the player present and assisting in repairs/defense.

Putting it simply, for players that don't know what they're doing, there's a fatal flaw in late game defense that boils down to walls/barriers having too little health, combined with a perceived lack of anti-air options outside of the player drone.



So, in that image, I had replaced the Guass cannon with the Ark Field Generator previously, and that defense was able to hold only because I was repairing the Energy Accumulator once I walked to the frontlines (the shield was already destroyed), and then going up to the second level to repair the solar panels as the slimes dropped 
by the purple slime damage whatever they touch as they're dropping to the ground.


But, even then, if I wasn't there, those defenses would've been annihilated. Maybe I need to just spam the basic III lasers, but at the point of the game I'm in, I have to be quick in tearing down and rebuilding defenses for experimentation inbetween waves. And that's not to mention how considerably weak the windmills are when under platforms. Though, admittedly, the picture's position is on the top leftmost cliff of the in-game map.


Anyways, that's it for me playing this specific version. Imma move on to the most current one.

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You know? Now that I came back to this game for the update, I never feel like I understand why I would want to build the Windmills when I can build the Solar Panels for more energy generation.

I know in the First game there was a "wind" mechanic where the windmills would go from normal speed, to super fast speed, to slow speed, and while that was cool to see... it absolutely made me never want to build the windmills outside of experimentation.

Maybe it'd be cool if Elevation made a significant impact for the windmills, where placing them high up would make them outperform the Solar panels... idunno.

Still: good luck with the finishing touches. I'm looking forward to 1.0's release!

--I like that the first time in the New Zone Gives incentive to use the Character with the Red Mining Drone, as he's the best one at gathering resources without automation. Though it's easy to quickly get overwhelmed in the New Zone if a player doesn't go in thinking they're on a timer to get to high ground before the slimes begin invading.

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Some short-and-sweet feedback:

--The only bug I've encountered was the game having  [rare] hick-ups while I was trying to build Hab Walls ontop of an already built and working elevator, specifically teleporting the character I was controlling to the top of the platform. Other than that, my experience was smooth.

--I mainly used the Green Character for buying things from the research and suit upgrade station, but then used them for everything--as they're better at holding energy and moving than the others. The Yellow and Orange Characters I mainly played as to see what banter they brought at every Growth Milestones.


Overall, I'm just happy that the world of Spacethumper is getting an official sequel. So; thank you, Devs, for your ongoing development of this game!

The best part is that if you find the secret exit, you get a end screen that has the counter continue counting all the gunk the crowd keeps throwing

I hope I'm not to late with this. 


In terms of Quality of life:
* making the in-game camera be able to rotate the level 360 degrees would help a lot in areas that some players find hard to see their greedy little kobold.


In terms of power-ups:

* I would like to see a power-up that allows the kobold to use its gold filled belly, when large enough, to push back the peasants/normal people as a defense mechanism. But the Armored guards are immune to that power-up.


* There could also be a cute little powerup that allows you to turn one enemy NPC into a confused Kobold per level, who then proceeds to take off the attention from the player and eventually get caught, before turning back.

* It would be neat if the different paint jobs came with different power-ups unique to the paint jobs.

Though I was never able to figure out how to fulfill the wild cards, or obtain the 4 good score cutscenes, despite my Dragon at a girthy 10,000 gold hoard, this game was really neat to play!

There are hiccups, like in the beginning cutscene when it's seen for the second time, with it automatically skipping everything to load me into the first level, while keeping the cutscene dialogue bubble up on the screen, I pushed through and had a relatively smooth, though cutscene and wild card-less experience.


Pretty good!

I liked what I played, though it was difficult for me to get the screen to fit on my computer.

I'm excited to revisit this game to experience the updated changes!