Beyond allowing for sprite replacement for the characters I don't have any plans for mod support. To be honest I'm not even sure how I would go about adding more in depth mod support.
Chubberdy
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I can't speak definitely for anyone since I usually ignore the votes on comments, but if I were to hazard a guess I would say it's because I give the same answer to the question every time so it gets a little repetitive if you're the kind of person who reads through the comments and gives them votes. I personally welcome the feedback as long as it's not "ur game is bad" type commentary.
Once enemy balance is taken care of then I can start thinking about difficulty options. If I put them in now I would have no good gauge for if the standard game is too hard, since a good chunk of people would just give up at the first sign of challenge and switch to easy. This way I can actually tune things to be enjoyable for the average player, and then use that as a basis for an easy mode.
I'll be looking over the values for the energy description requirements, there's a lot of stuff I'm re-tuning with the combat.
The problem I ran into with implementing power in the way you described was that if you have alternating chains of generators and consumers the amounts each individual generator (and thus what they had left over for the next building) to fully power buildings would be variable, and would change based on stuff happening down the chain. Throw in the need for the player to absorb energy and it was quickly becoming more and more difficult to tell what was affecting each building's power at a glance, and was starting to need additional menus to either see what was happening or introduce manual fine tuning of power allocation. Stuff like moving a generator on the right of your base depowering the stuff on the left while leaving the middle alone so you don't see until you walk over there.
Possible to implement? Definitely, but it was starting to get more complicated to manage than what I wanted for this game's experience. But the suggestions are welcome! Even if they're something I've already tried out it gives me an excuse to ramble about game design.
The end of the game hasn't been implemented yet, the whole sequence with the cave collapse is going to be completely optional for those who want to go the extra mile with the weights (which you can also achieve by having multiple characters get fat as well, the combined weight is taken into account). It's going to remain optional for beating the game moving forward as well, but that's a subject for when I actually put out the next version with an actual end of the game implemented. As for the shift clicking, that is in the game, I'll have to double check the tutorial and make sure that I put it in there/made it clear that's an option. The power distribution thing is something I'd have to think about longer for what the best way to implement added complexity if that's something I even want for this game. After all, both building are "the other one" depending on which one you look at first. Food for thought though!
Yeah that's the save file from the old version being incompatible with the new version. You can either wait until the new version where I'll have a button to delete old saves to deal with it, or manually delete the save. There's folder with the name of the game in your local app data, a quick google search will tell you how to access it. The file called gamedata.ini is what you need to delete.
It will not. Macro isn't my main thing and it was too much of a pain in the ass to integrate into what I wanted this game to be (mostly issues with collision, Spacethumper 1 having no elevation and calculating the player as a point for collision meant I didn't have to change any hitboxes or account for the size changes mechanically). There might be a possibility of adding a bonus mode with that kind of thing at some point, but that would be long after the full game is out if I end up doing it at all.
Yeah elevators have been a thorn in my side in terms of buggies for a while. I have an idea of what might be happening if it's only when they're up high, but can you give some specifics of what's happening? Also the game does not have an ending yet, but an ending is coming! Just gotta stop getting sidetracked.
Time is only one of the criteria your score, getting the ingredients correct and stacking them neatly also contribute. The viewer only tangentially relates a customer high score with their weight. You still have to see the weight itself for it to unlock in the viewer, but if you've got an S for them they should have gone up in weight at least once and be viewable. What exactly isn't working about the viewer?
This is a bit of a silly question. Do you think there's just a button I press that ports the game to mobile automatically? It takes time and effort that I would rather not spend to make a worse version of the game on a platform it was not designed for.
"Why aren't you making a version of your free game that's more convenient for me?" Come on, think about what you're saying before you ask questions that make you sound entitled.
Ideally you want to build upwards as quick as you can and cut off the slimes where they spawn, barring that you can try and build up some resources under an overhang where nothing but slime balloons can reach.
As for how to escape, exploration is the key. You need to find and talk to both of your crew mates, who are located in opposite corners of the cave.