If you were to just go to the next skill in line every 1-5 seconds, instead of the lowest, skill leveling would scale with skill speed, requiring a lot less micromanaging.
Rokonuxa
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Definitely a very interesting concept but hits a little short of the OG concepts appeal by having you stuck in the units you use in a run, once you do
If instead you could change the composition mid run, based on the metals and sparks you have been using, as well as more significantly different units, it could become an interesting game of strategy/cheese, which is what is so fun about the originals.
And another thing I generally tell every indie dev who has a small concept that is being worked into a full game, dont be afraid to turn mid-development experiments into experimental modes for the player to try out, either as seperate modes or as modifiers. A 1hk mode, a "units are cheap AF for both sides" mode, a fight against an enemy that increases in power over time... Just some variety for the player to try out, incase the base game doesnt quite hit as broad of an audience as a collection of gameplay could.
Also, not sure about the download, but the web version commits the great crime of idle games, stopping when not focused.
Actually, lemme make a list:
_ Healing gives little feedback on who it heals and when. More glow could help, maybe a beam to link healer and target?
- Bosses DEFINITELY need health numbers.
- Missing a third thing in terms of progression. The per-run stuff is alright, restarting a mission feels a bit lacking in context lorewise but ok, but the restart rewards are only currency? that can ONLY be used when restarting? It generally feels nice when any amount of currency gained gives the player a slight % advantage over time, even if not much.
- Tiers of units for the player could be interesting, as well as some intentionally slow stuff, with strategy settings per unit. The way the healer stays behind is nice, but if you could choose similar behavior for ALL units, a sort of party composition, this could open up the game to a lot of strategy.
- the scout feels lacking in utility. If it was an assassin instead, who could selectively go past small, mid or big units, or have some kind of weakening/poisoning effect, it may be better.
How about a merging or autosell mechanic, that sells items that dont fit a build you specify or any drops after 10 are on the ground?
its not quite thousands, like 250 or so on a glance. The biggest issue is that it was ALL OVER the place.
Took two screenshots after a night of AFK standing in place and I went from 103699 gold to 217559 gold after selling all onscreen items.
- The ATV should have either a seperate FOV from terminals, or be linked to the character FOV instead, my eyes hurt.
- Hostile Kerfur is about 90% too healthy in every stage and its health scaling to how broken it is seems inverted, why does chipping away from its armor make it tank damage MORE? Usually, frenzy phases are short but dangerous, not longer and even MORE dangerous.
- Too many pigs, to the point that I see no reason to properly clean up anymore.
- A tooltip to show what diffiiculty all affects could be great.
- Performance graphs and some makeshift excel could add some functionality to the PC.
- A tablet, similar to the map, that links to one specific camera may be interesting. Incase there is something that you absolutely NEED to keep an eye on, like an imprisoned enemy, or an event you dont want to miss.
- An option to just NOT have any AA. Nearest interpolation, pixellated, whatever, just not... antialiasing. SOMETHING is adding motion blur regardless of the setting and this is a suspect
- some scale guides in TXT form in the assets folders could be nice, as well as making it clear which ones can accept transparency and so on.
- A simple syntax could be used to order audio from the radio to be like GTA. for example:
- RadioVoiceFolder (random announcer bit
- MusicFolder (random music)
- Sting.mp3 (regular normal music file, a radio ad or the good ol "YOU ARE LISTENING TO" thing.
I feel like it could be absolutely stunning with some simple things, like undo, a grid instead of a hidden object limit, a bit of modulation on those sine waves...
I also generally dislike static builders like this, preferring ones that slowly or over turns evolve the landscape based on what you placed, growing roots, wilting, moving around, that kinda stuff.
Unless the decimal points in timers are the actual seconds, low FPS slows the actual game ticks down to a CRAWL, where 15 seconds take SEVERAL minutes.
Infact, the game tells me that in the last 54 minutes, I did 3 minutes of gameplay.
The little I saw of the game so far SEEMS interesting, but I believe this is unplayable.
I dont see anything that would cause this low FPS, I at first assumed a render was taking up ressources, but I tried again after it was done and nothing changed.
Binding tickspeed to FPS in an idle game seems unwise, unless something else is happening here.
It feels very limited in scope.
For an actual ISSUE, picking up a card can place a tile in that location, if it is an open spot, but now to my opinion:
This game could be about ANYTHING. Chemicals, random unknown energies, abstract shapes, but it is about animals.
Animals that dont interact, shapes that are just placed to give you points to get more spaces to place more shapes to buy more packs to place ...... it just loops and thats it. Eventually you loose.
This may be interesting for others, but it feels to me like a game that could be about ANYTHING, instead of "arrange tiles you put to make an ecosystem for animals", while named in a way that implies some dynamic biology happening
You do not make an ecosystem, you place shapes in spaces you place. Nothing happens beyond that, so I am left, bouncing animals on my screen.
Gave it a try and you seem to be mistaken in the main issue. I really need resolution options. A dropdown with several options and "confirm" button, with that tiny 15 second countdown that everyone seems so intent on starting while the program has yet to show anything at all and give zero time to consider if there are any issues with the resolution on the first time through.
Or an actual windowed mode with resizeable edges.
I mean, it now hits the bar of "playable" and I will give it a try now, but still.
Edit: sorry if that was harsh, having a bad day right now and when that happens, I sometimes get verbose and mean.
What is it exactly you want to build? Maybe I have some ideas for how to make it happen.
Incase it is what I think it is, to put 2 different materials into a factory, put routers # and junctions % like this:
>#%#%#%>
>%#%#%#>
with either material possibly coming from both sides simultaneously or just from one side each.
Then just lead conveyors to the factories directly from this chunk of blocks, from which the output can be put on one belt.
For more throughput, the thing can be doubled like this:
>#%#%#%
>#%#%#%
>%#%#%#
>%#%#%#
Place routers like this :
=##=
|
= + | are conveyors
# is a router.
If you have routers in a row like this, they mathematically throw stuff back and forth which in combo with the conveyor leading away leads to what should be close to the ratio you want. This is why routers in a big block take more time than just conveyor belts.
You did not know about it? I just thought it was too small to care about...
From what I know, It always happens when copying the url from a imagegram that uses black seperator lines to distinguish between two processes. It just leaves out the first and last pixel and this obviously breaks most of them.
I always wanted to see what others did, as I myself have so far mostly modified presets (Mostly the dungeon) and want to see the true potential of this tool.
If zaratustra is okay with it, I would like to open this topic for submissions of full imagegram links, paired with a description.
Here are two of mine and a template of sorts:
- Title: The worm builds the dungeon
- Description: Deriviative of the dungeon1 preset, where the rooms are not generated at start, but instead by a small white-yellow worm thing. Takes a long while to become substantial.
- Link: Worm
- Needs Black Line Fix?: No
____________________
- Title: MetroidVania Inspirator
- Description: A Dungeon2 Deriviative, which roughly darkens much of the generated dungeon and then deletes everything else, leaving a husk that immediately stood out to me as something that could be a map of Dracula's castle.
- Link: Castle
- Needs Black Line Fix?: Yes
____________________
The Black Line Fix is a hint that it contains seperators, which get slightly broken when sharing a link, meaning the lines need to be completed manually, before the result is as expected.