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Grand Dingus

27
Posts
A member registered Oct 11, 2023

Recent community posts

They're in the "Souls" tab of Horde, under the prestige information.

It's most definetly a display bug:


I'm at a point where it would literally take me almost a century to gain a level with default value. And just to be sure I checked how mastery changed when a miniboss was killed - and it indeed gave me ~7k exp

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It does work, if you compare total gain of different producers and the actual rate at which you accumulate light - you'll notice that the latter is much faster. It just doesn't get taken into account in UI for whatever reason.

Just gotta reach certain depth. I think it's around 160-170, I don't remember exactly.

I think you have to buy the pack once in order to remove the lock from blank cards and see the odds. Dangers in the dark need cards from "Danger Zone" pack. For feeding the world I have no idea, I also have the last card locked.

Man, you gotta chill out. There's nothing that I said at any point that warranted such a verbose response, let alone so much passive-aggressiveness. Also so many assumptions: my playtime, me personally needing help with obsidian, me being a miser, my feelings towards the game, even my timezone (well, kinda, very indirectly). And only one of those was on point (yeah, I'm a cheap fuck and absolutely should throw a couple $ towards the game). Also here's how my mine notes look atm:

And I'm quite a bit further than first appearance of obsidian.

Anyway that's the last I respond in this chain. Not because I think that response is unwarranted but because I can't shake the feeling that we're going in circles. And also that we're locking horns for no reason - while I very much would prefer not to. You can throw a couple more eloquent insults calling me a moron if you so desire, but I have no beef with you. And I'm sorry if I offended you at any point.

Allright man, you're taking this way to seriously. Suppose so do I since it takes two to tango. I can assure you that I ain't condemning anything: not before and most certainly not now (seriously, where the hell am I attacking your opinion here, I'm just stating mine - and on a really minor thing no less). Also I don't want to quickly complete the game, I'm completely fine with the pace of things so far. I just want to open the tab a couple times a day, get my fix of "number get higher" drug and ocasionally open a new feature/mechanic. And that's exactly what I get.

Oh, cmon mate, don't chastise me for posting this shit on New Year, you're here with me after all. Let's just agree to disagree on the matter. Either way: happy New Year man!

Jesus man, I don't know if it was the intent here, but you sound almost antagonistic towards the dude making this game. I really don't think there is any sort of malicious intent here, most likely just an oversight. In fact I wouldn't be surprised if a note does exist, just placed to far ahead (I already encountered a couple of notes in obviously incorrect places, most likely due to moving stuff around in previous updates, like the reworked horde for example).

And yeah, I have no idea what kind of tomfoolery awaits me further ahead (cannot even begin to guess what the hell the keys are that you mentioned) but I really like and vibe with what I've seen so far. So I'm just leaving feedback (the first sentence of the first post is pretty much the whole gist of it)

Well, duh, but it's the finding out it exists in the first place that's the problem. It is kinda similar to joy, but atleast you learn resource's name from faith upgrade and even if you don't know what to do exactly to aquire it - you're gonna stumble upon it naturally because happiness is great and you want as much of it as possible. With obsidian you have to intentionally hinder yourself. Every other rare earth so far was discovered automatically (except for granite, which does come with a note containing direct instructions on how to get it)

I feel like there really should be a note hinting about obsidian. I stumbled upon it by complete accident, the only thing to give away it's existence is the "Scanning" upgrade's unknown resource requirement (and even then I assumed that it might be the next smeltery bar, just kinda misplaced in terms of progression)

You can click on his patreon profile and see that the last post was a couple of days ago. Which you can't open unless you dish out some moolah - but you can ascertain that he's alive and kicking. Regardless, just let him cook, he doesn't owe us pumping out content on a tight schedule (or any schedule at all for that matter).

One thing that I figured out a little to late is that resource producers don't scale linearly. Don't know how much exactly you get with each subsequent one, but it's definetly some sort of multiplier. Doesn't help that there's nowhere in the UI that shows your income. So I think the best strat would be to pick only water, upgrade loot rating a shitton of time, then reroll everything into crit producers, get a buch of crit rating and then reroll all producers again, this time into snow. All while picking every crit related combat item you can.

Too bad that this can only help in hindsight. I personally picked the producers evenly, which is probably the worst thing you can do.

You need the dopamine upgrade that you get from level 3 Bio lab.

The upgradable part of overgrowth gene gives you a flat 15 % bonus per level - which is added to your base ovegrowth and then multiplied by 2.5 modifier of the gene itself. So it doesn't really matter if your base overgrowth is small, the gene is gonna do most of the heavy lifting (provided you upgrade it)

I just saw you dissecting mechanics of the game and sharing your thoughts about it - and all I wanted was to point out that your experience will be significantly different from that of allmost everyone else playing this. Both because of speeding up and because there's pretty much no chance (barring development of the game being ceased) game will be in the same state it currently is by the time people get to the point you're at. And sure, I have no idea whatsoever what's the planned pace of the lategame is, I just think that what's currently is there is a very poor indicator to judge by.

And as I said, I'm not trying to step on your toes and say that "you're playing the game wrong" or some silly shit like that. Just that unless you have a scrying eye directly into the dev's mind - you can't know if he wants cycles to last for days, weeks, months or years. Idle games are slow by definition so if he wants the game to be a slow burn - it's still pretty hard to tell just how slow. And for what's it's worth I'm enjoying the current pace of my prestiges being in the range of 3-6 days.

Man, you gotta realise that with your magnificent power of time travel (and I ain't berating you for it or anything, you can play however the hell you want) comes the downside of seeing stuff that is in a placeholder state or downright missing, since it doesn't make sense to develop and balance parts of the game which nobody could reach legit at the moment. So by the time people approach the point where prestige cycles last months: there might be new upgrades, features and balance changes to make it not so.

I want to get a shitton of snowballs and then reroll items (using the 50 snowball cost button). With the power of optimisation and a tiny teeny bit of save scumming I hope to find something overpowered.

Yeah, so far seems like event tokens are frontloaded, kinda opposite of the Halloween event. I guess I'll try to hoard up snowballs for experimenting with mass rerolls, maybe there's an Exodia hidden in some combination of items. Though doesn't seem like it's the case with what I've seen atm.

Minor correction: you get them passively at the same rate you would get topaz gems. So you can just take the base 24 per day and then add your generation % to find out how much you get (I get 80.16 for instance).

I'd be happy to tell you, but all I can say is that it's acquired in a different way than other resources.

That's some great balancing in the most recent patch! I can finally afford plant fiber buildings at a reasonable pace and the farm timers are looking good now. Also now that I had some time to fiddle with reworked genes - I can definitely say that new system is a massive improvement over old one.

The xp gain is reduced the longer the timer is and the higher the gold cost is (it also was same way before the patch).  your max level with a crop is also a factor and it seems like that if your crop is at the highest level it has ever been - you don't get any passive xp whatsoever (or extremly little, idk). However if you just prestiged a crop - it actually does climb up a couple of levels at a pretty decent pace. So previously everything gained exp constantly at the same rate but at an absolute snail's pace. Now it's a catching up mechanic for prestiged crops so that you don't have to start from 0. Though it would be nice to see actual xp gain for any individual crop since they're so drastically different from the number in the lab.

I was under the impression that base production is the same and upgrades changing from multiplicative to addictive is what results in declared production loss. Atleast if you hover over farmer it still says that he gives you 2 base plant fiber just like it used to before patch (I think). And the timer to fill to full capacity seem to be in line with those numbers. I did also lose a ton of gold gain but I assume it has to do with merchant treasures getting nerfed (I have 2 of those). But might be I'm completely wrong, I haven't checked it in great detail. 

Allright, so I know there's gonna be a lot of kneejerk reactions, cause getting nerfed/losing progress doesn't ever feel great. Many changes might feel out of place, even though if things were how they are currently from the get go - people wouldn't mind (as much). And I know that it can be disheartening reading through all that criticism while trying to make the game you want to make and putting in work (and for free no less). But, maaaaan, I just really got to put my 2 cents.

 I'd really like you to reconsider the grow timers for the farm. Village materials losing 20-30% production, smeltery timers changing to x5 value, treasures getting nerfed - all those feel annoying but ultimately it just means that I have to check in those tabs less often, which I guess is the intent. The timers on some crops mean that I can go on a drunken blender, wake up in a neighbour city with a kidney missing, take a humiliating bus ride home - and my rice still won't be ready for harvest. I felt like 30 hours was already pushing it, even with the prenerf sprinkler cutting it in half. 72 hours is just baffling: it isn't just regular idle anymore, it's retirement home dementia idle.

Don't take it the wrong way - I think your game is pretty neat, I like it. I just also like the lizard brain dopamine injection I get from numbers going up after opening the game tab after a long period of absence. I just consider that period to be in line of coming home after work or waking up or just doing somehing else for a couple of hours. Not 3 days

Man, don't get me wrong, it does blow that this can happen - but this is precisely the reason why game keeps bugging you daily with notification to download backup.

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It doesn't decrease the timer by that percentage, it increases the amount of gems you get in the same timeframe. So at 100% it's 30 min per gem, at 200% it's 20 min, etc.