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Sisyphean Games

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A member registered Oct 23, 2018 · View creator page →

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Thanks for pointing it out, I have it fixed now for the next update.

Hmm, so it kept happening after the first time? Not sure what is causing it but I'll try and find out.

Huh, weird. I'll definitely have to look into it and see what is going on. I haven't encountered this one myself.

Fixed the spelling for the next build and I'll take a look at the CTS building and see why that isn't working right.

The last update had a lot of changes to the defense system. Enemies no longer spawn with a countdown tied to the slot but instead there is a single timer for the whole system and it spawns in a single new enemy in the first open slot. We also deliberately removed several of the hit to delay effects as it incentivized not killing enemies too much. It sounds like the balance is off though so we might have to lower ship health and/or increase the time it takes for new ships to appear so that there isn't as much pressure to focus on defense.

Yeah, I think I know what the issue probably is here. The menu pauses the game and the faction screen isn't set to run while paused yet. I'll make sure to get that fixed.

(2 edits)

Thanks for the suggestions!

1) (Edited) - For now bumped the starting number up by 1. I'll have to look at it and evaluate if changing it to the original space mines thing will work for this game. Defense works a bit differently here than it did there.

2) Ah, yeah that does seem rather under-powered now. I'm going to bump the number of points to active crises and also have it give a permanent decay reduction

3) This is already fixed by some changes in the upcoming update. Now the laser will charge up when shooting the same target and do one larger shot all at once.

4) Agreed, that is probably a better idea. Adding it to my list but it might not make it in the next update.

Thanks for the report. I think I already found and have this fixed in the next update.

Thanks for the report, I'll take a look and get it fixed.

Thanks for the feedback! 

Having little control over the deck is intended as we want the focus on upgrading and changing the values of cards. We may add a bit more control over it in the future but we don't currently have any plans for it.

As for the different point types, we do want them to be more closely tied together to make sure you need to at least interact with a couple different systems in order to achieve victory. We are working on making some changes to some of the systems and that along with some balance changes will hopefully get us there.

Defense is one of the systems we plan to make some adjustments to and we will take a look at how quickly the ships appear. Let us know if you think of any other changes you think would help.

Some card stats sound like a great idea! I'll take a look at adding some stat displays to the deck/discard viewer.

Thanks for the report! The bonus is indeed broken at the moment. We are actually going to change it in the next patch to instead decrease crisis points by x when defeating an enemy ship so that will fix the problem.

I'm glad you enjoy it so much! We still plan to come back to this one and make a full game, it may even be the next one we do once Cardalaxy is completed.

Yeah I agree that something needs to be done. Thanks for the suggestions on it. I'm probably going to delay the defense system from showing up for another turn so do something similar.

It should hit the bosses as well. I'll take a look and see what is going on. Thanks.

Thanks for the suggestion. I'll make note of it for when we do a balance pass.

Huh, definitely not displaying correctly. I'll look into it. Thanks.

Thanks for the report. I found the issue and will have it fixed in the next update.

Thanks for the report. Missed this when fixing the broken references.

Thanks. I assumed it was just the broken reference but I'll take another look at it.

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Drat. I guess something must have gotten messed up when I changes the engine version. Seems like some references might have broken and caused the three issues you posted. I'll take a look and get it fixed up.

This is fixed in the next update. Thanks.

Added it to the list. Thanks.

I updated the look of the tooltips so this should be fixed in the next update. I'll probably be changing the whole rewards selection panel once I get around to it.

Thanks for the report. I believe I found the issue and have it fixed for the next patch.

Thanks for the suggestion. I'll take a look and see what we want to do.

Ah, yeah I'm pretty sure I know what happened. I'll get it fixed for the next update.

Thanks for the suggestion! We will take a look and see how that feels.

Thanks for the report. I added this to the list. I'll have the tooltips fixed and include info on why the options are disabled if they are unavailable. It is as you said that you don't have enough free spots. It checks and disables the buttons if you don't.

As for redesigning the event that will probably happen when we change how the exploration system works.

Adding it to the list.

Yeah, exploration is a system that needs some rework as well. We are going to take a look and figure out a way to make it more impactful and useful than it currently is.

Added it to the list.

Yeah, we are planning to rework Wellness in some way. Having the decay based on the current wellness rather than highest wellness reached is something we are considering but we may want to make more changes as well to how it works. We are also thinking about adding more rewards to wellness as it feels a bit weak at the moment.

Thanks, I'll get it fixed.

Thanks for the report. I'll get those both fixed in the next patch.

Thanks for the report. I think I found the problems and have both these issues fixed in the update I just put out, 0.2.1a

Glad you are enjoying it!

Yeah, I think I might even have it set to not allow building an extractor if the planet doesn't have a resource. If the original resource was a biomass as well its likely that it is still there but just not being shown for some reason. Either way I'll add it to my list.

Oh! Thanks for the clarification. I'm not actually sure what might be going on then. I'll add it to the list.

Adding it to the list. Thanks!

There might be a improper link between an earlier tech and a later one that is letting you skip over the marked techs. I'll take a look.

Thanks for the report. This is actually part of an even bigger issue that I've been working on fixing that was preventing many of the building effects from activating twice on the same planet. Such as in this example where mental scheduling would properly apply the +1 to each type, but then the second just gets ignored. I think I have this fixed in the next update, fingers crossed.

Thanks for the reports. I have them on my list now.