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pbrane

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A member registered Jun 10, 2020 · View creator page →

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Hi John, it would take me a lot of effort to do that at this point, but maybe in the future!

Thanks! Every time you lose, you get a permanent upgrade to help with future runs, which makes your deck better or your players stronger (or your idle mode delay faster)

Thank you so much! Haha yeah there's definitely more that can be improved in the game but I'm glad you enjoyed it :D

good idea!

It works on chrome for me so I'm still concerned! I hope I can reproduce it somehow.

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That is not intended and I will look into it. It should unlock something at 10 physics. If you're willing to send me your save file to pbr4ne@protonmail.com (click on Export on the bottom) and let me know what browser you're using it would help me out. If you restart, does it fix it?

yeah that's on my todo list! also to balance things a bit better so you don't need to buy so many of them :)

hmm, like it unlocks out of order later? or you reset and stuff is unlocked immediately?

I thought I had fixed that issue, and I had, but then I broke it again later. Long story short, it is fixed again! But I think it's too late for your particular save :(

Huh interesting. I'll take a look at that too. Thanks for the bug reports :)

I found the issue and it should be fixed now!

Sorry about that, let me take a look! If you are able to export your save and post it here that would be helpful too.

Thank you!

Thank you so much for your kind feedback. I'm adding/fixing stuff fairly frequently so check back sometime if you're bored!

Yeah I am currently working on the balancing! 

Everything needs a specific amount of the previous to unlock but it's way too much later on. And also like you said you beat it with half the time left so there's more balancing there too.

I did cap time expansion because it just started getting ridiculous, my ~algorithm isn't very smart yet so eventually the expansion got really crazy high. It should cap at 1000 exactly but I think I have a rounding error floating around in there somewhere ;)

But thank you so much for your feedback, like I said I'm focusing on balancing but I also am going to fix that rounding error based on what you pointed out!

Yeah, I think there's some balancing to work on post-jam, and I need to consider what you said about the decisions not being meaningful.

Of course! The game was written in Vue 3 and I knew I wanted to use a component library for the menus, tabs, buttons, progress bars, etc.

I used Naive UI https://www.naiveui.com which has most of what I wanted. This takes away some of the mystique, probably, but I thought the circular progress bars were cool so I incorporated them 😂

I guess I approached the design as if it was a business application, but made the colours snazzy. Let me know if this answers your question or if you meant something completely different!

Wow thanks!

Thank you!

Yeah, I changed the cursor to indicate that the whole device was a button but it didn't end up being clear enough.

Your last bit of feedback game me an idea for some future iterations...

oh interesting re: production display. and thanks for the rest of the thoughts!

Absolutely agreed, oof!

I'm glad you enjoyed it! Good ideas, I want it to be smooth to play so those convenience features would be great.

Thanks for playing! Making gameplay innovative is something I really need to work on and I applaud the other games for succeeding in that where I didn't so much.

I'm glad you liked the narrative!

Thank you for your honest review.

Wow thank you so much! You're right about the gameplay, a lot of the other games in the jam have super unique mechanics.

I'm glad someone enjoyed all the silly references, hehe

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I'm glad you enjoyed it :)

I totally agree about the tooltips, I originally had them on the research buttons too and they are so annoying and get in the way. Noted on your other point - I originally thought it wouldn't be necessary but I either have to balance it so you need far fewer, or allow bulk buy/sell!

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thanks for the comment :) it definitely could use a looot of balancing, and I really wished I could have gotten pause (manual and during the narrative dialogues) working in time (sounds simple in theory but... sigh). I will definitely implement your suggestions for future iterations!