Work is completely automated once you get the first reset (which, as others have pointed out, is quite slow; But automation *does* exist)
Dystopia-user181
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The theme definitely comes a little bit late yes. I originally intended it to be much earlier but I got too carried away with the duality between stress and "other things" that I didn't really come back to the concept until there was little time left. There was an additional duality I wanted to visit about choosing to fight for equality between lunes and sols people, or *not doing that*. This is implemented extremely roughly at the end of the game
The settlements are frustrating indeed--they came on the last day of development and I didn't really bother balancing them. It's probably quicker to get the e7 lunarity without them and instead just getting as many quick resets as possible (There should be a label that says "the game isn't balanced beyond this point" when they appear but perhaps it's not implemented correctly.)
That's odd-- I thought I'd balanced the game so that nearly all lunarity upgrades were attainable within 3 rebirths at most. Perhaps you're buying too many copies of "dubious" each rebirth (Someone mentioned that 3 was the sweet spot for quick progress)
If not, the solution is probably just to idle a bit more. The balancing is quite off since I let the game run while I developed it to save time, which probably contributed to this issue a fair bit
The balance is definitely somewhat off, but it's influenced quite heavily by your strategy (One mistake some people make is getting "dubious" too much quite early on, which easily tanks lunarity gain)
It would probably be best to play this concurrently with other games though, since it is still admittedly quite slow. This was how balancing was done when I was developing the game
Did some digging- The issue appears to be highly specific and I haven't been able to reproduce it so far. If all else fails you can try playing it over at https://galaxy.click/play/71
To be quite frankly honest, there's not really much interesting going on, mostly just a currency rebranding of the general TMT mod-style incremental. Regardless, this is a good attempt at your second game prototype- It was where I started too, after all, you'll eventually find more and more interesting ideas to tack on.
Itch doesn't let me post images, the full feedback is here:
https://docs.google.com/document/d/1HyzrVnLfMEOKjzP4VNMzkq2hClU-h7Rdf3_swis_3N4/edit?usp=sharing
This looks like a bug where the moving gets kind of wonky; Same problem as alterhistorian, since I used the same framework to handle panning and zooming. ~~I'll disable it on mobile since, unlike alterhistorian, the game seems somewhat playable there~~
Edit: It actually isn't playable on mobile, some upgrades go offscreen after you unlock enough things. I will work on making the pan and zoom controls work on mobile which might fix alterhistorians' - When I do have the time of course
Fun little game, maybe a bit too fun because I didn't check upgrades at the beginning. The prestige layers feel a bit haphazardly tacked on but I do like the antimatter mechanic. I do wish mass and energy were more than currencies and had some sort of effect though like gravitation.
(Radiation may be a more suitable currency name than light, as EM waves from black holes tend not to reach into the visible spectrum- And additionally, black holes decay via hawking radiation, so it does make a bit of sense)
It reminds me of heartosis's entry with a bit more depth due to the antimatter mechanic.
Looks like I crashed the game after leaving it unfocused too long. The time each frame took to process became progressively longer. Interestingly, same problem I faced while developing "genesis".
If it's worth anything: The best thing to do here is to probably place a cap on how many particle are displayed, since that's the major source of lag. I also highly recommend drawing circles in canvas instead of creating a new HTML element for each particle.
Very solid game , liked the tower offense a lot like many others did, it feels less like a hard incremental like many other games here do. Took around 26 minutes to beat the game, had ok fun figuring out setups and everything. Unsure about how much it actually adheres to the theme though since it seems like energy never appears
The start was quite promising with a bit of gradual expansion and some adherence to the theme. After a while energy just stopped being a problem at all and you never really cared about it much, and the sprawling UI after unlocking laptops was a bit daunting. Also turns into a bit of a waiting game with laptops, end is basically waiting 2000 seconds for all laptops to finish. A bit weak on the balance side but the start is quite promising and I would like to see some more expansion with less hectic recipes and generally better automation and abilities to upgrade the speed at which you gain resources in general to avoid very obvious bottlenecks
Really great concept- Once I saw the swapping of roles I just had to give it 5 stars for uniqueness and theme. Unfortunately the strategy seems to kind of upgrade a bit then sit and wait each time, and some upgrades seem to either not work like HP regen, or update values for other upgrades like in the case of blocking bullets. Would love to see a bugfixed and better balanced version of this post-jam.
Neat little game which has a reasonable take on the theme and a slight bit of strategy. It did start to feel quite confusing as progress appeared to stop being made after some point though. Going to have to deduct a few originality points since the layout seems similar to that of a generic incremental. Overall it's not bad and there is a fair amount of content for a 14-day jam game
Thanks, wasn't really expecting this game to be liked so well lmao
I originally planned to make the goal to turn the box into a black hole, where mass would play an effect as it sucked in your lasers and you had to constantly build new ones, but I procrastinated on other things for a bit too long to implement that
Overall ok fun game, a nice expansion on top of communal cauldron with the ability to place down tiles to affect what buildings do, I wish it were expanded upon more apart from getting resources but the time limit is tight.
I'm not sure how well it adheres to the theme. There is an energy mechanic to be sure but I'm not sure what mass is supposed to be