Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

deusued

37
Posts
A member registered Jan 17, 2024

Recent community posts

(1 edit)

great game.  

feedback: the tooltips/menus are a bit aggressive (i.e. no, i didn't want /that/ building, now i've got to move my mouse much further away from the building i wanted to use)

font is cool, but you have to zoom all the way out to manage things and even then .. just so much distance to cover and scrolling is still necessary.  smaller font/icons maybe?

great concept, but this shouldn't be tagged idle - it is anything but that; also, maybe add different levels with different ADHD things to track.

alright, there's GOT to be a setting for immediate dialogue dismissal.  sure, maybe you really want it there, but i thought about ctrl+w twice before i even got to start.  after exposing the first other station (blindly, there's nothing that says that's what to do), i thought about quitting again.  then the third one?  man.  bye.  

constructive criticism (minus one all caps bit):

scale formulas aren't quite right. the "squeezers" or whatever you call the stuff to the right, getting even to 10 is.. good luck. the upgrades past 100 for the raw materials in the middle.. good luck.  AND WHY SCROLLING, that's just mean to the user -- especially inside of the collection where you scroll down.. then you have to scroll up to exit that div/screen.  no!

finally, the "squeezers" - -zero value add.  e.g.  92 eggs produce 189m/s, yet its "squeezer" at level 7 produces 2.6b ... every 50s. sure, that's something, but the eggs themselves are producing 9.45b in that same time period.  this math doesn't math.

excellent.  save would have been nice just from a "coming back to it later" perspective.  

anyway, again, excellent.

int overflow, you need to switch to doubles or proper BigInteger types.

full screen hides the 5th row of upgrades (and anything below that if they are there).

but... those are my initials.  i suppose i could just use AS or.. maybe A_S?

submission did not work for me, just sat there.

incorrectly tagged as play-in-browser.

literally in the description:  "no music nor player interaction" << now, why it's published as a "game", that's a crime.

ignore the spelling errors note, as it's absolutely unimportant to the fact that the interface is absolutely unintuitive if not unusable, period.

i'm sure someone will say "oh you do this", but "You drag the components with the LMB and draw the wires using RMB" -- no, no you don't.  The tutorial level doesn't even come close to that being useful.  It doesn't work.  

costs need to scale a bit, ideally independently enough to keep it interesting but allow for a base "return on cost" type of calculation.

.. and as a web game, the complete pause on no-focus.. and you're an idle game?  nope.

well, that's sort of obvious.  thank you.  (but maybe zoom out a bit?  or... have scroll bars?)

(1 edit)

... at least with my gameplay, i can't get research cap to be above 50, which means that i can only research the first 4 items....  i.e. broken.


this. category: game-breaking bug.

excellent game.

alright, so i'm thinking you are just trolling here, b/c i just spent a minute clicking everything in the desktop .. without finding anything.

i've hit a quasi-hard wall around SCe101-102 or so.

can't build small cabin, even though plenty of rock on hand (25 required, >120 on hand).

having a language icon would be very helpful.  (just implement a message catalog, language + key => text).

how about this, game freezing w/


bug alert: i "won", but then got somehow triggered back into the game.. i was watching the 3 bots play, wondering which would win.. and all of a sudden, one of them went out and i was now back in - having to draw a card.
.. then, i drew a card that could be immediately played, leaving me with no cards.. but i still was playing and having to draw.

the fact that it scales right away is very pleasing, thank you.

excellent little game.

quick refactor request: either allow configurable keys, or add an option for jump to be assigned to W

oVBByp1.gif (1916×995) (imgur.com)

man full screen does not do what you think it might.  i get using the form factor, but.. maybe look into it here on itch.

no save?  what.  the crawl of the game requires it to be played for an extended period of time.  i had gotten to the 10q upgrades, now nothing.  

so, won't play without that, and.. i'd add a requirement of formatting the numbers.  consistency!  you use shortened number references in shop, but you have non-fixed width fonts in score display, obc/obc, and in upgrades.  fixed-width, comma format AND allow for optional shortening by name or scientific notation.

where's .. the .. water

scrolling is for the devil.

AccessDeniedAccess denied. Anonymous caller does not have storage.objects.get access to the Google Cloud Storage object. Permission 'storage.objects.get' denied on resource (or it may not exist)

notification of save, manual save button as well (on hover of the manual save button, display the date/time of the last save)

oh.. and a toggle for the collision sound of the skulls, pretty please.

yes, you did, good job.  can you take a moment and think about changing two things about the score display:

1) fixed width, period.  the fact that the entire line of text moves move left and right on change is... not amazing UX.  the only thing that should move is a changed number.

2) the color, with no outline, is difficult if not impossible to read when skulls are stuck at the top in a new level.  consider moving it to the left above the hell shop.. and .. please #1.

you need to be able to progress through the level, having passed (or aced, or tubed per the dev's upgrade verbs) each level before you can scroll to the next.

it's not a memory leak, btw.. memory allocation doesn't appear to go much about 512m .. it's the interval or update work that's being done... it's being called waaaaay to frequently [not a unity dev even remotely, so i'm sure i'm using the wrong terminology].

only minimal effect; you introduced something w/the milestone stuff that is just doing way too much.

 i'm just into level 1 and it's just ... no bueno .. see the lag:


sidebar: you need to introduce a debouncer on the skull 'hit' audio, i'm certain there's some performance bit there, but it's not the big game-breaker. 

1) great idea.

2) i think you've got some loop/interval running way too frequent (maybe the hell shop?) that has literally killed the game's performance at only 17 skulls.  unplayable, that is.