Random issue with clicking and pressing another fire button locks out shooting for the rest of the round.
When you have lots of health... this takes FOREVER to die.
xianarchangel
Recent community posts
The constant onslaught of text boxes in story mode makes it so that you can't hardly click anything before the next text box appears.
The time it takes to read the text box generally causes other goals to complete and queue up another text box waiting to appear next. This cycle can cause multiple text boxes with different time offsets to appear as you move the mouse to upgrade something else.
Looking at the other comment from 9 hours ago... yes some of these are quest boxes either marking the completion of something or offering to "do quest" or "complete".
To be fair, there is a lot of polish present .... but the walls of text that appear make the story mode a very different play style. Going to try the other mode.
Game crashed after a couple minutes. Audio resumed briefly but stopped again.
Browser : Chrome (Version 111.0.5563.149) 64 bit
Some kind of memory issue with the game.
Notes for game function... once a few bakers are bought the processing is horrific. May want to check how you're doing your calculations and output functions.
Economy notes:
The cost effectiveness of a +1 baker is 0150:1
The cost effectiveness of a +3 baker is 0333:1
The cost effectiveness of a +5 baker is 1000:1
There is currently no reason to ever use anything except a +1 baker.
Mouse cursor location is unreliable. Screen redraw from full screen to normal initially didn't function correctly. Eventually redraw completed. Some kind of lag.
Keep working on it.
I haven't tried this program.
You can try looking through your event viewer.
Press your windows key and start typing "Event Viewer" <- without the quotes. It should resolve after a few key presses. Depending on your system it may take a few seconds or a few minutes to populate. Check the column for the last hour and anything relating to Error or Warning. These might give you a clue as to what crashed in the system.
It may not ultimately help you resolve the issue but it is a direction in which you can investigate.
Chrome : Buying anything seems to result in the resource not being bought and the current banked amount to reduce to -<whatever amount it was supposed to cost>. Note I'm not saying that it subtracts that amount. For instance, 216 banked, click to buy a 100 cost under managed -> results, item not bought, bank goes from 216 to -100 (instead of subtracting the value it is setting it to the subtracted amount).
broken : message in frame -
{\rtf1\ansi\ansicpg1252\cocoartf1561\cocoasubrtf610 {\fonttbl\f0\fswiss\fcharset0 Helvetica;} {\colortbl;\red255\green255\blue255;} {\*\expandedcolortbl;;} \margl1440\margr1440\vieww17740\viewh9180\viewkind0 \pard\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx5760\tx6480\tx7200\tx7920\tx8640\pardirnatural\partightenfactor0 \f0\fs24 \cf0 \ https://orteil.dashnet.org/igm/?g=gcJ3QUzK\ }
Upon resuming play today - The generator level was saved, the effect on the number of tubes available registered as 30/5 and the money amount glitched out. The tubes tried to resume but with the funds glitched most of the tubes just stopped functioning. All were previously upgraded but none resumed when funds were available. The trigger event for the continued function may not be looking for available funds ( perhaps a global counter to try to trigger?) Generator tries to show upgradable, but results in the negative sound effect and no upgrade.
Its an interesting modularizing issue. I'm tempted to pull some form of the mechanic into another system I'm designing.
Hope the feedback is taken in good stead. Its worth continuing to develop.
Several types of bugs / unexpected gameplay issues.
Resource gain can be reset and can seem to either overflow or break the counter to gain negative energy.
Stat training seems to refer to HP regardless of category. There is no way to see your stats nor is there a reason to know what your stats are.
The energy gets reset every time you go to the dungeon.
The last dungeon trip I didn't train anything and beat the game.
If you train the stats to a high enough level, when visiting the dungeons, they instant win with no indicator that there was anything there to begin with. Didn't realize there were enemies there until my second play through and tried to go to the dungeon immediately. There isn't a manual leave the dungeon type mechanic.
I think there may still be an issue, Might be upgrade related. I don't think its applying the modifier. It shouldn't be possible to have less than 1E+08 at this point. Basically I took the Screen shot at 28 million when it had been counting up for some time. If the screen is correct then it should be growing at something like 100 million per second.

Not sure if its intended, but you have interaction between the outer bounds of (what I'm guessing is your) array.
Reproducible but using a solid line across the top or bottom or a single side. It will create another line (col or row) opposite and then begin interacting. Not sure if its array behavior or if its something that exists from initialization.



