Okay I'll do that, thanks for your feedback!
Apple0726
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Hey, currently I don't see why it would be necessary to add a button to exit the game, because on Web you can just close the tab, and on the standalone there's already a close button in the window running the game, unless you're playing fullscreen (is that your case?).
I'm planning to develop this game on my own pace (which is admittedly very slow) with no set release date. I don't currently plan to make Helixteus 4.
No update yet, but I'm working on it bit by bit.
Check the game's Github if you want to see if progress is being made: https://github.com/Apple0726/helixteus-3
Okay I think I figured out the game breaking bug you mentioned. The annotation thing should be easy to fix.
As for game design, I just thought it would be cool to have a lot of galaxies and stars to choose from, and I think the bigger galaxies look kind of cool to me, even if they are super laggy and don't offer anything new. There are smaller galaxies which don't suffer from performance issues, so you don't need to generate the bigger ones to progress.
That said, I agree that the game resembles a database, I never thought about it that way! I'll have to put more thought into this. I appreciate your constructive feedback!
1: Unfortunately this isn't very helpful because I have no idea how to reproduce it from reading your report. Well I guess I learned that the bug exists, just need to hope that I also stumble upon it
2: Most likely related to the game breaking beforehand, possibly due to bug 1
3: I wonder how I could do that, since galaxies only generate if you enter it for the first time. Maybe only show it for already generated galaxies?
4: I'll think about that, but is it really necessary to convert 100+ galaxies to progress? Cherry-picking the most efficient galaxies to progress should be the strategy, I think.
For the pickaxe issue, it's because the game uses a slightly different algorithm to spawn and process tiles if you dig 10+ tiles at once. Generating resources for one tile is computationally expensive (doing it 10 times in a row results in a lag spike) and the mass-generation algorithm tries to simplify it.
For the thrusters, do you remember what you did to make them fail?
1 and 2: I'll take a look at that. As for superweapons they aren't in the game yet, I'll probably add something to make that clear.
3: I'm still thinking about the most appropriate way to give a final goal to this game. It's pretty difficult, because of the game's infinite/incremental nature!
Problems 4 and 5 will be addressed in an upcoming battle update.
1. Yeah I agree, I'll need to tone down their spawn rate, especially space elevators. I'm still thinking about the possibility of dismantling megastructures. I guess it doesn't hurt to add the option and not force the player to explore more after seeing an undesirable megastructure.
2. Normally I addressed this bug in v0.26.1, is it still not working?
3. Yeah definitely. Though I think upgrading ancient structures should at least be gated by dimension stuff. The ancient shipyard as you described definitely isn't working as intended, do you remember how you sent the ships? (standard drive, plutonium drive...)
I think it's because I made some balancing changes to how much the initially hidden "Physics" contributes to the OP-meter. After the change, the default values that were previously okay were not anymore, which disables the "Generate starting universe" button.
I changed it so the game doesn't take into account anything that is hidden (the fixed version should be live now, no version number change). Hopefully the fix works!