Played plenty of early development
This is more than lacking just lacking content. Won't say more.
PJOZeus
Recent community posts
Runs like shit, menus don't feel good, if something changed while in a menu it's not clear at all what had happened (lost Luxemburg about 3 times and not told why, thought it was bugged at first), can't click on small places like Luxemburg, no clue how to get oil or really any of the research materials
Even aside from the economy being absolutely 2d, just not a good game
No way I could remember all the bugs throughout all the time of playing but one other at least was that the fire tornado didn't seem to work as intended, could build everywhere there initially, destroyed it, then deconstructed turrets to build other things, and all the inner squares where the tornado was (that I could build in before) were no longer accessible at all (and also the now despawned tornado prevented being able to click on the centremost square to deconstruct)
Esc key could pretty easily be bound to accept a secondary input from like.. h, couldn't it? Or even backtick key to the left of 1
This is all old memory now but the fragments feel too gambly, too non-concrete, I can't quite remember how I would have worded it but I suppose that how hard it is to earn would be far less clear (possibly hidden chance rather than just a concrete amount of things) and also that you can't at any point focus your progression or choose where to go about it
Many many many bugs but a fun enough game, shame to see some content will be pay walled but overlooking that for a moment-
Planes don't check if the right tiles are valid to let you build (can make one of the endings harder) and battery capacity goes up more than it says it will when you upgrade. Also if you die to heat in endless mode, you're almost softlocked just claiming launched bomb goods?
Oh and would be good to change the cancel key to something other than escape.. the same button to unfullscreen the game
Looking at the roadmap (and can definitely feel the Frostpunk influence, don't stray too close, keep it distinct) not a fan of the perk idea with fragments, the current system (Rogue legacy-esque) is definitely better
In general, good luck and may development go well
There's a lot I could say but it's not the worst foundation
-'Mine' button says it gives +10, it doesn't, it gives +5
-Enabling Itch's fullscreen would be nice, not unity, Itch.
-Would be nice to read descriptions without having to buy that thing
-Gold/Stone split on buildings isn't the clearest (Could show it above the list of items, between the list and the Workers/Buildings buttons)
-There should be either confirmation to restart, or hide it in an actual menu
-How long is a 'day'
-*Maybe good to have gold numbers a darker shade of red for better contrast against the creamy background
-Maybe a few small translation issues?
There's a million balance comments that could be made, and it's clearly very early on with a long long road to go, but good luck with your classes and thanks for this small game as it is
Needs audio and sensitivity options, doesn't help the pause menu was moved from where it says in game, didn't so much as hear the boss, and there's a serious issue of visibility
As others have said, don't use ai, it's not welcome and quite frankly it looks shit anyway
Could be worse, but needs much work
No worries about the bug, doesn't break anything major but maybe get you a fast asteroid
Have to say though, the writing errors didn't feel like dyslexia to me, felt like second language, not shaming regardless just wanted it to be said, most is fine
Anyway, good luck with development and your future projects
Third log (v0.2.5)
Almost feels like writing a journal, suppose it is, but with a point
Hit the end point for content this chapter (7 loops to finish, but still exploring
-Monolith drill doesn't seem to properly take power away- clearly slower than intended
-Events (namely oxygen) disappeared at the start again without reloading (at least noticed it again, might be happening more)
-The obvious issue of you can't drink your supplies of water as fast as it's consumed - maybe just a debuff that you get half the amount of water if you drink at that point? (Alongside the losing water faster modifier - understand if it's left as it is)
-Looking at the water timer a little closer, it's already faster before ever stepping in Laurion proper, so it seems to be when getting in/out of the Rover, as it's already going double speed
-Monolith water makes more sense the second time visiting, but still you die with left over resources, and I think you'll be dying even sooner once the water generator is fixed and you should have one less water resource to use by the time you make it to Laurion
-Typo in monolith artifact interaction, 'name storage'
-After the monolith, if you don't have the capacity for a resource, you will die rather than use it (such as buffed Water bottle before the emergency suit), something to bear in mind - this becomes even more of an issue when dealing with priority, tested with a small water bottle, which has a lower priority than a regular water bottle, and even though it wouldn't drink the regular before dying, it still refused to drink the small water bottle and prolong life
-Bug with the optimised journey to Santori - Either it shows two actions as possible when there shouldn't be two, or it lets you complete both actions at the same time, I guess the first one
Some more notes while going
- On reloading, there's no events, woke up in cryopod (think they were there) but 20 seconds later looking again, there's no events, no air, no hunger - hunger did kick off so the events are still going but it's not displayed
- Bear in mind that reducing actions also means reducing the xp a player has at any particular stage, early on when you have infinite resources is a much better time to level than arriving at Laurion on a clock (Speaking of which, no extra metal plates when the repair is streamlined, you can otherwise leave with 5 spare, like the coupler)
- Could right click be a distinct action in the queue rather than replacing existing actions? Like say 4 stacks of collect water pouch and then another independant stack of 'prepare' water pouch (not sure your terminology for it)
I'm curious about balancing without the cheated water - I'm dismissing it right now because it's just not an issue, but it's a free extra 3 minutes 20 seconds up to Laurion
- This run I'm on now, I make it to Laurion with 3 minutes 14 seconds of water, tried not to create any more water on the move (although I did *before* leaving), and I'm not inside yet - I could maybe cut down on some oxygen or some other small parts just to make it there but, that's pretty tight - I think it will cause *many* more deaths
- Actually, that was in the rover, I'd need another 30 seconds or so and couldn't do the quick way i'm doing now.. hmm, very tight, might need some thought
- When installing the water generator (0.2.5), the collect water option actually disappears, parked inside Laurion currently but air is still available so I assume bugged
- No power drain on the airlock, allows you to jump back and forth at almost no cost, farming tech instead of burning time waiting
- Still no water option when not in Laurion, i'll be dying soon (what I get for playing fair) but assume it won't be an issue when the water is as intended
- Clicking on the new action button would be nice (to dismiss), made the UI small enough that it doesn't matter and I can sweep over all, but it would be preferable to me to practically click snooze
- Air tank may be speeding up, each time going in and out of Laurion? - Instead of 30 seconds it looks about half refilled after the 3 to prep a new extraction (so 6 second cooldown instead of 30, 5x the intended speed)
- Every so often when doing an action that consumes a resource, such as the metal plates, it consumes an item - Currently looking for the rover, typing while time goes, would it not be an idea/would it not be possible to give some chat messages while exploring, remarking on the area etc? Either that or maybe some way to fast forward, it's interesting to explore sure but as you said regarding testing, that time adds up, and you're sitting there for 2:30 doing nothing
- Install empty power cell action doesn't go away after installing all you have access to
- Being able to see the Rover's power without driving it (such as inside Laurion but when the power is off) would be nice - especially as you presumably get access to more fuel later or another chapter
All for now, sure i'll keep rambling later
There is little need to read all these if you don't want to but hope it's helpful
Just looking at this before jumping in again
-For the UI, perhaps it is just the scale and the curves at corners looking more prominent (mb if so), but what more caught my eye was the exploration and ship icons, they seemed chunkier, as if each individual segment of the drawing was scaled up instead of a solid image icon (as in an artifact of scaling perhaps? Idk, it hit me when I first loaded as merely something was off)
-Personal/Area resources was just slightly irritating when you have the limited and ever dwindling air supply - wanting to use personal air and consume air tanks to refill them and preserve air as long as possible - limited/reducing production rather than current stockpile - releasing a canister to fill the local area? seems like the simplest option although again not the biggest priority - as Air is a very limited resource anyway they'd just be shooting themselves in the foot to waste it
-Message stating you have plenty of rover power to reach the next base as an in universe reason for why it doesn't show initially?
-I wouldn't assume the air tanks were the same bug as events, I did see the comments about that before playing and pretty expressly avoided reloading during play and ended in a stable position
-(Being moved) It's always those little comments which lead to the most interesting paths forward hey? :)
-Yep, absolutely get item pickup is low priority, not that important, just a ticket for down the line
-I think mentioning the environment a few times (like the first loop there, and then a brief mention the next two or so) would already go a long way in that - But, as another idea, you mentioned you were going to be implementing disabled resources? Surely that could fairly easily be relabelled as broken, in a collapsible heading (thinking that might get annoying after a while), issue being you don't want to trick people into thinking there's more there when there isn't (or them dismissing so when there is) - Yeah no think the occasional chat remark in further loops would just be best (First two loops, then fifth loop, tenth loop, 20th loop etc- getting further apart as it's less important) - maybe even just making notes of your surroundings in the downtime you'll always experience
For general in testing- Save states are your friend, even if it's dev only, being able to jump around locations and in different scenarios, or cheats like resources collected instantly or instant action completion
Oh and as for the comment about updates? Talking about so going forward (think it was in the 2.0 devlog), not making any passive remarks about this update clump, can dismiss it but wanted to clear up the confusion
Thanks for developing the game :)
Heyyy, happy to see there was a new update (somehow missed it)
Playing through as I go (with the comment), just jotting down because i'll never remember elsewise
Long comment, apologies
-Various UI bugs, tooltips going off the edge of the screen, Area air not saying it's going down in it's tooltip when it clearly is (Need some lore for why area air is still decaying when you have your personal supply, as you should be the only one using oxygen)
-Rover water is displayed as possible before even knowing of the rovers existence
-Admin log doesn't play
-Appreciate the UI scaling option although should perhaps limit how small it can go (itsy bitsy mouse game)(Set the old size as default?) - On that note the ui feels.. thicker (blockier, softer), than it did before, can't quite put my finger on why (not in a good way)- redesigned skill icons?
-Some various small text missing early but sure it'll be looked at again later in development
-Talos Station, listing out all of the equipment, the mystery element held a certain captivation- what about waking up near entirely clueless and either learning about these things such as station name later on, or slowly having memories come back (sense of unease)
-Pretty sure you already mentioned death messages weren't right but reiterating so if not (also talks about an onboard food synthesizer and there wasn't one) - This occurred for the first death but not the second - Spoilers third death
-Water feels a bit free now but the ever reducing air supply certainly lit a fire under my arse (much more hurried) - as mentioned in a moment, this is bullshit?
-Power has no meaning loop 1 in the rover, expect it's another 'next patch' thing
-Why do I know about the dam before ever experiencing it? (and yeah maybe have the persistent tag hidden, in general, until you know about looping)
Wait, the cooldown says 30 seconds (air tank), yet it progresses faster than a second.. I feel lied to
(On loop in the base it seems to be near equivalent, so is it bugged outside Laurion?)- (3rd loop time is progressing normally at Laurion, unsure how it got bugged)- Managed to break it again? It may be entering and exiting Laurion Station? Or if not regularly then certainly teleporting inside with the generator
-Totally didn't misread (misinterpret) the attach generator to Laurion tooltip, though it was *too much* of a pain to drag it through the airlock and would be attached to the outside instead, like the main vehicle bay doors, got super confused on being teleported inside and caused a death
-Water pouch priority should be changing to water bottle while on the rover journey if being pedantic
The water recycler at Laurion - is that not redundant (haven't used it yet) when already having the water filter on the Rover itself - or by proxy, is that the water recycler which it isn't supposed to have from the start?
-Would be good to have reminders of certain important plot points, such as the state of upstairs machinery at Laurion, sure it's mostly a me problem but mistook the food synthesizer as functional if it had power when it wasn't
-Resources going red when nearing empty, visually annoying, would be nice if they go to grey (like Laurion power before interacting) when they run out completely
I mean yeah, it's interesting, mooostly good things and I'm looking forward to finishing this chapter although I may have a few more loops until that point hits (for another day)
Keep it up for sure, prioritise a finished update over a rigorous schedule etc although communication about timeline is always good - there was some mention of supporting but I see no links and hope you're well
It's late and I can't be assed to compact this comment but hope it was worth writing to you
No particular trigger for the main crashes I knew of, happened a few times long ago but had beaten the game - might just be a lot of inputs and happening when a bird delivers or a package to deliver arrives or payment comes in, something like that
Didn't seem to happen in the first half of the game much
Oh, and is the storage price still wrong? It would always charge you for the next level
Like it asks you for 5k, and takes 7.5k or whatever the next level is
Alongside the saves if it was going to happen- why not add some debug logs to help track down the crashes?
Was a good game from what I remember, a bit much having to do it all in one sitting, but good elsewise
Browser version, windows 11, completely crashed on the first of each coin
Second time I rolled a negative spin, it half froze for a moment, I bought a few upgrades (whilst still spamming space) and it did some stuff (like actually caught a new fish) and the bad coin went away after a few inputs - every other bad coin after that was fine
And then it went back to freezing on the first good coin
Just lots of inputs, past that idk
Feels pretty hard to beat
Sens and speed need adjusting but more so just the ai - always knows where you are and is always chasing you, but there's no loops and very few even medium sized rooms to loop let alone large ones
Shouldn't know where you are, can maybe tell when you pickup a fish (or a little pick a fish nearby to visit) but otherwise needs to not follow you into dead ends when you can't get around him
Last thing would be an audio slider