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summercat

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A member registered Aug 25, 2016 · View creator page →

Creator of

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I'm disappointed that you can't wear the equipment. 

I think I looped exactly three times so did not get any of that.

This is a fun little game, although I will say assembly of complex tanks can get frustrating, especially as the rotator and combiner won't give hints as to how they'll do their changes. 

Unit pathfinding is... quite bad, especially in groups. If you were to continue on this project, I would focus there.

There is a ctd bug - if you set the belt to a height above 0, close away the belt tool, it'll crash when you select it again and try to draw a belt. 

Finished the game. Once I got to the actual game loop, it was rather fun. 

Clean up your UI, and correct all those spelling errors. And grammatical mistakes; lots of run-on sentences. 

Also, many many spelling errors.

Note 1: Headers for your sections. Text the same size as the body is easy to miss.

Note 2: No clear direction on what is happening or what to do. What the heck are water and rations for? 

Note 3: I went diving into the code, discovered there was, indeed, more game, but no clue about when it was coming, how to unlock it, and no sign of it ahead of time.

Note 4: Okay, so after a certain number of days pass, then it progresses. You should put some sort of note in there for players, or make the time for it to unlock sooner - perhaps an upgrade to get you more time ahead of this part?

Are there otters?

I got the same thing


Uncaught TypeError: Cannot read properties of undefined (reading 'star')

    at Object.turn (script.js:2814)

    at empireTurn (script.js:3339)

    at Array.forEach (<anonymous>)

    at turn (script.js:3323)

    at script.js:3695

    at button (script.js:3095)

    at script.js:3695

    at Array.forEach (<anonymous>)

    at script.js:3691

    at Array.forEach (<anonymous>)

Looks decent. Needs a volume control/mute button for the music.

I was not using heating tanks. Doing some experiments with them (and unlocking Heat Sinks) managed to get a design for a Plutonium reactor that was stable and fluctuating between 60 and 80% water.

That said... I would suggest, if you're going to continue working on this in hte future, to switch Water to something akin to the Steam Pressure system. Telling me what % of water is in my network at any given point doesn't really help me figure out how to best improve my water networks - whereas knowing how much pressure is in a pipe section will tell me where a chokepoint for that is. 

For example, I was rapidly able to figure out that turbines have a maximum amount of steam they let through, so putting a turbine at the first junction of my reactor is not a good idea and will cause it to explode.

yeah I had 3 row thick pipes and was feeding the reactor from three sides

Unless I should do three entirely separate supply systems and don't let the pipes intersect.

Criticality community · Created a new topic Supplying Water

How do you ensure water supply for the higher tier reactors? With like 30+ water pumps, I was only able to get a Plutonium to a max of 55%, and without that level or higher, it wouldn't generate enough steam for the third tier cooling towers to work. 

You've got a good start here. Just a few things:


1) The information on what does what should really be in the game, at least in tool tips. 

2) Barring #1, you really should have that info on this page, not just the Ludlum Dare page.

(1 edit)

Yeah, I tried that as well. 

Edit:
Okay now it's working. I don't know why. Same browser, same laptop.

Thoughts: You need a win condition.

The UI is very clunky and scrolling back up and down is half the difficulty. 

Rotating objects did not work. 

the problem is when it's not obvious what they do and the resource indicator doesn't help

An interesting little game! Would appreciate it more if I kenw what these buildings did!

Difficulty ramps up a bit too quickly for my taste.

An interesting little game. Probably could use a bit more depth, and a LOT of polish for the UI.

Hmm. THere's no win condition. Only lose conditions.

I maxed out all available upgrades, and ended up with more people than I could feed, resulting in eventually running out of food and oxy. 

Yeah, sometimes unwinding stuff can get confusing

Cool! Just add otters :3

I hate to be 'that guy', but any updates on this? Was playing again out of boredom xD

Yeah, it doesn't run and Windows Cloud antivirus wigged out when I tried to. The process loads, then sits there doing nothing.

A nice little game here. Maybe have some sort of win condition where you build a galactic colony ship that'll start the game over?

Please make sure do have a mute button!

The white gears keep moving. There's no way to lock them into place. That's annoying as all hell. 

Make it so we can pin gears, and add more puzzles, and you've got something interestging.

Also... A MUTE BUTTON FOR MUSIC AND SOUND EFFECTS

It's missing otters. This is a travesty!

Jokes aside I played it for like 4 hours straight on my laptop at work. My only complaint is that so far, there's no way to increase the number of drones past 4. I suppose I could do better with organzing the off-island farms and such...

Also, for some reason, the bots on the main island won't touch water. I"ve got two different islands feeding me water, a supply depot set for water, they're all supposed to be loading the central air processor - but they don't touch the water at all.

Honestly, just saying what the controls are is good

Oh yeah, and also include otters (almost forgot!)

An interesting little game. A good prototype as it shows the core gameplay loop.  Shoppai did good work on the art as it's clear the items are different, even if there's nothing saying HOW they are different. 

I'd like more in-game info on the items so we know what each thing we've made does. 

You should consider putting all the instructions in a paginated 'help' button in the game. You should also consider tooltips. 

1) When I took over a country, clicking the area it held still brought them up.

2) A country attacked me, despite being part of my country? I suspect that might be a bug or something.

3)The symbols you use for technology isn't very helpful. Perhaps move to a decimal system? Or if you really want to keep it to symbols, use a wheel with spokes - the more spokes, the higher the tech?

4) Major bug - upon winning, the 'next' button does nothing. 

5) The color of some nations were very close to or the same as neighboring nations. 

Some basic idea of the controls would be nice. I have no clue how to do anything but move (arrow keys) and attack things (Spacebar). Nothing else seems to work and I don't seem to gain resources for attacking.

Nice. I would have personally appreciated far more detail on the transformations, but that's my specific fetish and focus xD

What was the key for?

It wasn't until halfway through I realized that I could MOVE THE METAL DETECTORS

This looks interesting. I like these sorts of mechanics, so I'll pay attention on r/incremental on Feedback Friday threads to see any updates

Yup! 

You don't need to do that. If you unattach the line you made, it'll revert back. You can actually wind back by unattaching stuff, all the way to the start.

I don't think pastels were the best option for the buttons and tutorial.