Awesome game! Very fun & addicting gameplay- and I love how the notepad was implemented. Keep up the great work!
XLCRdev
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It'd just be nice to have some way to speed it up! An animation isn't 100% necessary- that's something that slows progress for Project G.L.U.T.T., too. (And something I desperately tried to avoid with how I've rigged up my systems.)
It's just that without a way to speed it up, you're stuck with the base idle-digestion speed- and this can take a lot of waiting to empty out!
Surprised I haven't heard of this already- quite the competent game! The enemy animations look nice, the AI is competent, and shooting has good feedback. Lots of little things, that just feel correct.
If I was going to complain, I'd say the melee seems a little sluggish, since you can't move during the windup, hit, or reel back. I'd suggest a bit more range on the melee, and switching up the slowdown to be less interruptive to movement.
I'm still thinking about how to deal with reproduction- I have the option of constant egg production with the flip of a switch, but it might be an unpleasant mess if it means hitting max 'friends' every time. I'm just erring on the side of fewer 'friends' for now, to keep cleanup easy, and avoid chasing down individual 'friends'.
I've thought of adding in a meter, too, but it'd probably come with some sort of 'limit'- it might work well with the next content update.
The reactor game is currently patched to be easier than before- as long as you're not on the Surgery setting. Worm entry/exit animations are planned, but extra work- may take a bit for that to show up, but it's been requested.
Eventually, I'd like to add items & choices for actively keeping 'friends' in hands-free, like one-way/normal plugs- I have a plan for how to set that up, but it won't be until there's more 'friend' variety.
Bigger sizes and more stages in between are planned, but are not next in line on the development chain. Right now I'm looking to make sure the game doesn't slow down with lots of 'friends' active, maybe translating to tick-based calculation instead of per-frame calculation, and thinking about what gameplay content to add in next. (It might be something... sloshy. No promises.)
Strange, I'm not seeing the same tab-out/tab-in issue you're having.
The reactor is definitely going to be tweaked in the next patch.
Not sure if you've already looked in Settings, but there's already gurgles packed in! They're turned off by default (so as to not offend any sensibilities), and I didn't mention it explicitly in the tutorial- I tried to make a lot of things more customizable.
The reactor is currently a weak part, yes- the tutorial used to mention that about the coolant, but I scrubbed it when making it much less verbose. (Removed it in current progress.) The reactor is definitely going to be tweaked.
For the left/right hand, I'd like to eventually enable mouse-only controls, but that's lower priority over content and fixes. It does take some getting used to- I might add left/right indicators, later on, to help track what's where.
I am planning to make the entry/exit much more detailed, with middling frames before it's inside- this just requires a lot more art to accomplish. Internal view is a good idea, but hard to implement- I'll think about that one. A lot of enemies is partly the focus, at least for now- but I'm planning to diversify once I have more groundwork laid out, so there's room for different tastes.
As for the worms acting like 'popcorn', are you holding them in? They can be kept around by blocking their exit- best done by only enabling Chest + Crotch, and clicking said bodyparts. (Which, of course, should probably be explained before the dreaded reactor, instead of after.) Other than that, the current implementation is easy to change- it'll probably be tweaked as time goes on.
The reactor has quite a few rules to teach in a short amount of time- it's definitely the weakest part of the tutorial. Basically, CYCLE multiplies the FUEL value, so it's easier if you start with CYCLE very close to zero, and work from there. Same for the second step- setting FUEL close to zero, and then ramping up CYCLE. I might end up including a recording of the 'quick method' of starting the reactor in the files.
You also have the option to enable Skip Tutorial in Settings- after the reactor, you're just taught to switch the orange "black-boxes" between their holders, and that clicking the character's 'entrances' allows you to block entry & exit of 'passengers'.