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DARK-ECNELIS

6
Posts
A member registered Jun 14, 2021

Recent community posts

(1 edit)

Fairy Bug

So... I found a bug with the fairy, if you click several times on the fairy the pop-up shows it a second time after your selection, if you select it for both times to make a potion there will be two scenes in one. The first scene will never launch and will end up merging with the base board/terrain at the end of the second scene with no way to see the board/terrain but just the slave and cell bubbles

SandBox Bug

I don't know if it's just me but if you start a new game in the sandbox and you destroy all the rocks the value of the goblins you have doesn't change in the ui but for the game it doesn't. I don't because after a while he will tell us that we don't have enough goblins to destroy the rock and I think it's the same for the other values

(1 edit)

Hi, it's me again :p

V0.13 Functionality

The functionality where you can choose what to feed the newborn from update 0.13 is not very confusing when you have a few new born, but when you have a lot of newborns the latter can be complicated to maintain. I think it would be practical to add this functionality to the room where the newborn is located.

Market/Colony

It would also be nice to be able to sell certain units at a market or exchange them for slaves to another goblin colony.

Camp

After the defeat of the humans it would be good for the board/terrain to change to a place with more light (instead of rock there are more trees or something else like destoyed house), like the goblins are moving and we make the fallen kingdom their new home or make the fallen kingdom their second camp allowing them to pass from one land to another

Other Idea

I still have a lot of other ideas but I think you must already be busy with bug fixing and implementing future features so I'm not going to ask you too much

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For the automation system it would be good if it was multiple choice and not single choice, for example being able to check both pregnant and not pregnant or being able to uncheck both.

It can simplify cell management, otherwise we quickly find ourselves with several cells (like the reproduction one) to just pass the exclaves from one end of the map to the other with complex circuits.

It would also be good if we could have colorization of the cells during configuration (cell A becomes blue and cell B becomes red) it would be simpler if we have to configure several identical cells to know who is receiving and who is sending

Also there is another problem, when transporting from one cell to another if cell A sends an exclave to cell B which is already filled then the exclave remains in the transition cabin while cell B does not not empty, but this poses a problem if cell B must send an exclave to cell A, the exchange cabin being already occupied with the exchange A->B which is not possible prevents the exchange B->A .

I think it would be best to separate the cabin into two parts, one reserved for the exchange for A->B and another reserved for the exchange B->A

I found how to solve the problem, you must first go beyond day 58 and unlock the automation system, then you just have to move the cell which cannot be deleted to another without having the link icon activated and now the cell can be deleted

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The new 0.12 update has some problem, some cell cannot be deleted.
Here is my backup where I tested various things without much success, I think the problem comes from having moved the cell while there were PNJs inside Save File Link


No size limit?

Otherwise I find that the spray was better than the buckets