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Chubberdy

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A member registered Jan 10, 2022 · View creator page →

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Alright, I've got a few questions that'll factor into balance changes.

What tier walls did you have?

How often would you say you had to check on/health your defenses?

Did you have any of the other two types of defensive building, or just turrets? If yes how effective were they?

Were your defenses built close to the edge of a cliff?

Eventually yes, I want to get the enemy balance nailed down before giving people the option to just turn them off.

  • Spacethumper 1 is finalized, unless there's some glaring bug that comes up (which I imagine someone would have found by now) I'm going to keep it as-is.
  • As much as I know a lot of people want slime inflation to be a mechanic, it's just not what I had in mind for the game mechanics or story-wise.
  • Multi-player is far beyond what I can code at this point, I don't even know where I would start for that. I would definitely have to have in mind from the beginning of the game since there's a ton of stuff relying on there only being one player and viewpoint.
  • Sprite mods will definitely be incorporated by 1.0, but might be done sooner if I can figure out a good way to open folders from within the game to prevent the confusion some people have of where their app data folder is.
  • The alien dinosaur thing is my sona! I don't draw them much these days but I did do one sequence with them a while ago and that's where the profile pic is from.
  • More characters are not happening at this stage, I like the dynamic the current four have and I really want to make sure I don't keep adding stuff that isn't already on my list of things to complete the game. Gotta get that version 1.0 out sooner than later!

Sorry most of the answers boiled down to "no", I'm happy you're taking this much interest in the game!

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I can look into it but probably not, I kinda want to just leave the whole power linking code mess alone.

I think being able to block off nearly all enemies would end up destroying the balance of the game, especially if it was something you could unlock and just apply to the spawners in quick succession. I might be able to work with something you're limited to one of per map that allows you to completely block enemies to let you build around one area safely. Figuring out what setup will let you neutralize nests with defensive structures was always my intent though.

That might be able to work and stay balanced. I'll look into it.

No map, but the only places you need to go are top right and bottom left.

Same issue as before but with the added complexity of making a unique trigger condition for every type of power consumer. Plus again making the whole living battery thing redundant.

You need both a teleporter and a teleporter hub built and powered, once you do right clicking the teleporter opens the menu to teleport.


That one also isn't going to happen, but more so because it would be a pain to program with how I have the power system set up right now (e.g. poorly), especially for what amounts to a minor buff for one building. Plus the whole "living battery" conceit gets a lot weaker when you can just plonk down regular batteries.

Understandable that it's a little frustrating, but that would require a rework of one of the biggest core mechanics of the game that a lot of stuff it balanced around.

Difficulty options will eventually be added, but probably not with that level of customization.

Building menus are opened by right clicking the buildings in this one.

Most likely no. I want to start polishing up what's already there and figuring out the end of the game, so no more major areas/gameplay changes outside of that.

No.

Request denied.

They build/repair stuff faster, but an explanation of that would be helpful.

Arcane magics! Although if I do a project like this again I'll probably have less completely random stuff like that and more set patterns. Unless you're talking about the ones at the very end of the cave, you'll need dynamite or clever rock breaks through gaining to get in.

No, there's too much stuff that relies on being in a certain size range and clicking on stuff would be very annoying with the camera zoomed out, so no prestiging to get bigger this time around.

Probably no new areas, right now the game is already pretty finicky with the transitions as it is and I don't want to introduce more issues without re-coding a bunch of stuff. I do have some ideas for upgrades though, and reworking the display for those to allow for new ones wouldn't be as intensive.

Is this from a save file from a previous version or is it a fresh save? I think I might know what the issue is but it depends on the oldest version the game was saved in.

The quaking event is pretty much the only hint, that floor can only hold so much weight. (make everyone fatter and put them in the cave)

That's a bug, I'm working on having that fixed up for the next part.

I will eventually be adding difficulties back in once I get enemy balance nailed down a bit more. Just to speed that along a bit, do you remember about how long you played before you got the the point where you were overwhelmed and what kind of defenses you had set up?

Eventually, yes.

You have to go into the build menu , click destroy, then click on the escape pod.

Excellent, just had to make sure there wasn't a bug with the textboxes. You can also get small amounts of resources by manually mining with the laser, which is something I have plans to make clearer for the tutorial.

What's the first instruction Sen gives you?

I had to check back through the code to make sure I wasn't misremembering, but there are no gray slimes in this game, only spacethumper 1. The good news though is that in both games the enemies just get harder over time, nothing is gated behind certain upgrades, so feel free to research the better defensive buildings to deal with them!

I will eventually be adding them back in once I get enemy balance nailed down a bit more. Just to speed that along a bit, do you remember about how long you played before you got the the point where you were overwhelmed and what kind of defenses you had set up?

Nope, not even close.

Right click on it when supplying it with enough energy to open it, and it's all clicking from there.

Could be one of two things. If stuff is still a blue hologram you need to hold up while next to it to pump energy into it and properly build it. If you've already done that then there's not enough/not strong enough generators touching a consuming building or you're siphoning away too much energy from the generators by touching them.

Do you have the required metal? You might have to manually mine some with your drone first.

The next update is mostly going to be centered around the slimes themselves, new varieties, better sprites to tell them apart, and a proper controller to determine which ones spawn during which waves.

making the game itself is already a huge investment of time, I'm not going to be spending even more time just to port it to mobile, sorry.

Nah I just think it's dumb to say that the weight gain/fat (which I assume is the thing you came for) is the losing state in the game when losing gets you the least weight gain/fat. The only way to get the larger sizes is to not lose, and the largest size is the reward for beating the game (which is why I asked if you had beaten it). The design philosophy was to increase your limits so you can go beyond that least desirable lose condition since the theme of the jam was "push the limits".

Damn that sucks.

Sure, if you only want the smallest version of the thing you came for. Have you beaten the game yet?

Currently there isn't an ending to the game. Once that's been implemented I will be making it clear how to get it though.