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A member registered Jan 02, 2023 · View creator page →

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There is a hover effect, but it is more subtle than others - I relied on positioning to communicate that they're buttons more than colour and effect; I will need to rethink it.

I do have some fancy designer monitors with accurate colours and when doing web development I do test on normal monitors, but I didn't this time as I just forgot.

Edit: I just tested on my bad monitors and I can see the outlines perfectly fine, faint but clearly visible (on a TN panel it's actually blaringly obvious). I might need to test on another monitor but can you confirm that your contrast settings on your monitor is 0/default and you can't see the outline or tab button hover effects?

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Thank you so much for playing.

All really good points, most of them come down to that I had an idea on how to solve it but didn't have enough time. The number system is actually the most common system I've come across, just ahead of K,M,B,AA,BB,.. I had initially planned for actual names K,M,B,T,Qd,Qn,... but I had space constraint issues and I intended for the numbers to get into the UnD range but that ended up not working; so in hindsight I would have gone back and done full names.

Tab buttons should have shown if they were active, and if I had formulated a full plan of the science and satellite tabs I could have made it less intuitively confusing. Fun fact the science tab is internally called the satellite tab, and satellite tab is internally the moons tab - their roles shifted and merged a little which happened from time constraint getting it done.
What do you mean by hover effects for the tabs?
I neglected to realise that the small screen when testing was different to small screen on web and overlooked the issue, I was completely blind to it being an issue as I just assumed it was the same and while I did complete the game on web I had it full screen. Something I'm aware of for the future.
I wanted to add progress saving but I didn't structure my data in a way that made it easy to save - of all things it would have also required me to remake how music works, if I had been in the mindset that I needed saving early on I could have probably done it but I didn't expect it to be a requirement and lowered the priority. This game is a big learning process.
I hadn't anticipated an issue with science, you earn science every time Earth or a satellite (natural or artificial) orbits - Earth around the sun, satellite around their body. Upgrading science per orbit affects everything, upgrading satellites for a planet increases the permanent boost granted to the planet - get more satellites and upgrade them and you can end up with multipliers in the hundreds. I had actually balanced the game around people using science fully otherwise planets like Mercury earn nothing. In the future I'm going to have to add in guides for everything even if I think it makes sense.
I had intended for there to be dwarf planets to buy with black holes and I was going to have a win condition once you buy the entire solar system but I had to drop that because of time and so no win condition.

This game has so much packed into it even though it doesn't look like a lot, soaked up all of my time for these extras. I would love to revisit this game some time, it would also be a really good first 3D game to make, and I can make it fit the vision I had for it fully.

I only found out a 2 days before the end that audio was going to make up 25% of the score, and so I sorted out some loops but most are 11 seconds long and only after playing it a while I realised that the loops were kinda short, so I then added a 22 second piano loop to mask it a little. If I were to do this all again I'd probably have done longer music loops and added in more dynamicism, but with the entire ensemble I do like it, and I am happy with it. I'm a huge fan of dynamic music.

Oh no, I was unaware of an issue with Saturn. Saturn isn't any different to other planets so I'd expect them all to be broken if Saturn was broken, I will have a look but I have no idea how that's possible.

Ah yeah, levels are being stored as a usize and I neglected to add protections from going over, but that's also why it shows 0 as it cannot figure out the next milestone. I left it as it was beyond normal play, and I didn't want to rebuild a huge amount to swap the usize for BigInt

It's meant to take 1 prestige to get to Jupiter. I might make a video of just the music

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Science is earned when Earth, moons, and satellites orbit. Buy moons, launch satellites, and upgrade science to get more science, as well as increase the boost granted to planets

Thank you for playing!

A tutorial was on my list of things to do, however time constraints and I'm not aware of most others having tutorials so figured it was fine to just have it in the description.

Should have kept playing, Saturn just need a few upgrades and moons unlocked and it will rival Jupiter. Balancing idle games is tricky and I missed the mark a little bit. I just recorded a video of a full playthroughwhere you can see the numbers. My main issue is that satellites are very powerful but they benefit a more idle player than an active one. The maths says that if you give it time it'll all balance out

I spawn outside of the chasim

I exited full screen to mute the game and when I went back to full screen my progress had been reset

There is also the space constraint, getting to quadrillions you need "QD", and then undecillion needs "UnD", it just requires a bit too much space than I can afford

Stars are planned.

I have implemented having normal names for the number formatting (as well as scientific), however that will become available once I add settings and add in all of the names.

I went with A B C because it was far easier to generate for huge numbers, and once I know what kind of number range I'm going to I can set up the names.

A B C is fairly standard for idle games, it's only really AdVenture Capitalist that uses full names. It's harder to reason with, whereas with letters you know that P is 1000x more than O.

Yeah, the camera movement is a little much. Planets will be slower and I want to make a camera director to be more proactive than purely reactive. Currently it tries to fit all planets into a box and then move to the middle and zoom to fit the box into the screen with a margin, so if a planet shoots off the screen it takes some time to get down to it and by that time it's already back on screen.

It's so fast because I want people who are just checking it out to be able to fly through rather than wait an hour and not have all of the planned content. I might change the upgrade to be smaller speed boost combined with a score multiplier to have the same doubling.

The UI is broken hiding sections of the screen and requiring refreshing the page to restart, also hitboxes are wonky and being hit when it looks like I shouldn't

The white character doesn't load for me on challenges 2 and 4

The red humans are unstoppable, I threw many 300 zombies at them and I lost

I don't know how to get through the lockpick section, I can't see any feedback on what I need to do

The hitboxes are huge and spoils it, if the hitboxes were either what it looks like visually or smaller this would be fun.

I do appreciate this is actually a double roles reversed, not only are you the food, but also in regular snake you want to avoid eating your own tail but in this you want to

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I got a virus warning when opening it