Thank you! :D
WeirdKidGames
Creator of
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A lot of people ask me about the answers to the AI, but I'm not sure if I want to add it. It seems like a good idea at first, but the longer I think about it, the more I don't like it.
I like that you can just think about the answers in your head any way you want to. If I put just a few short answers in the game, I'm afraid it could flatten the experience. So for now, the karma will be all that influences how the AI behaves.
That's just the closest tag you can pick for this type of games, it's not idle, but it requires minimal effort to play it. And since I'm getting a lot of traffic from it and none complied since then, I guess this is in a way what players on #idle are looking for too. I get that not everyone will be happy with it, so sorry for that.
I also see every active incremental game uses this tag, so I went this way too.
Some of the dialogues are global, some based on the Karma. The ones you had in yellow color were the ones from Protector.
I think It would make no sense to share those dialogues somewhere as I want ppl to play the game :D
But... SPOLER ALERT...?
In general, in the demo, Rational AI will decide to observe humans a little more to decide if saving them makes sense. And Tyrant would want to use them to mine more data until it's powerful enough to take control.
Since I want to let players change Perks and Karma as they play, the skill tree will be linear as it is, but there will be way more Perks to play with. So you could for example play with 2 Tyrant and 2 Protector perks and end up as Rational with the Karma. And there will be some gameplay modifiers added based on the Karma. Like the Data running away from you or move towards you will probably be moved to the Karma modifiers itself.
I'm still figuring it out. But I'm almost sure the the skill tree will be the same for all of them. However, for example, in Protector perk there will be a debuff that disable virus data but gives you buffs for the light one.
Helpful feedback, thanks!
When it comes to a tutorial, I’m a bit against adding one in such a simple game. I’d prefer players to figure things out on their own. Though you might be right that it could cause some people to bounce off early.
I want to keep the focus on short bits of dialogues and story. From what I’ve seen, a lot of players tend to skip through text anyway, and I’m not sure longer dialogues are what most incremental game fans are looking for. So I’m aiming for short, meaningful story bits without overdoing it.
As for the hit sound, I totally agree. I need to figure out how to make it feel more punchy 😄
Thanks again!
I was trying to fix that, but I stopped working on the SteamDeck when I set separate build for the Linux. I'm not sure how to fix that for now.
I've decided to set the supported platforms only to Windows for now and maybe I'll figure out how to fix that later. From what I understood, for now you can launch the game with Proton, right?
Thanks for the heads up!
I thought that if it works on the steam deck, it would be fine on linux too.
I'm currently working on a new demo update that should be ready in a few days, so I'll upload a separate linux version on steam.
I'll let you know when it's ready.
Thanks for buying the game! I really appreciate it!

