Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

masterlined

73
Posts
4
Topics
1
Followers
1
Following
A member registered Jan 06, 2024

Recent community posts

This is a very well-made game: everything is sleek and polished, and the gameplay works very well. I've had zero issues with it, and it's a lot of fun to play! Thank you for making it!

I love insects, too. They're beautiful little creatures.

(1 edit)

All right, here are some ideas for improving the game, in order of how much I wanted them. (For the record, I was playing version 0.5.2 on Firefox):

The biggest thing that would have helped me is: a tooltip for every stat! For quite a while, I was confused about things like the subtle differences between Armor, Defense, and Mitigation, or how HP5 differs from regular HP.

Next, I was confused by some of the numbers I was seeing. For example:

Here you can see that my red health orb is at 155, whereas my Max HP is at 150. That seemed impossible to me--and, yet, there it was...

There were other things like this. For example, my HP5 stat was initially at 1, until I ate a carrot with an HP5 value of 1, and then my HP5 stat jumped to 3. Later, when I had eaten both a carrot and a chicken leg, by HP5 stat was also at 3--which seemed impossible to me. I became less confident in the game as a result.

Next, I was not able to find a merchant that would allow me to sell some of my items (e.g. Club 1, Armor 2, or Legs 2). What I really wanted was a "Sell" button below the "Equip Item" button when you examine the item. It was frustrating not to be able to clean up my inventory, and (occasionally) I needed the money and really didn't want to hunt through all of the previous merchants to find the exact one who would take my item. A "Sell" button would have solved all of my problems!

I felt that the duration of the movement animation could have been about 0.5 seconds, whereas it is actually about 5 seconds. If you have to cover any significant distance, you may have to spend some 30 seconds just waiting for all of the movement animations to complete! A shorter movement animation duration would have made moving much easier!

When you're interacting with the Merchants, there is text below the dialog that says "Click here to close". Because this text is not part of the dialog itself, I didn't notice it at first, and actually wound up traveling to a nearby location, and then traveling back, each time I needed to close a dialog. Later, when I realized how you're supposed to do it, I still reflexively searched for a close button, [x], in the top-right corner of the dialog. I kept expecting there to either be a close button, or to be able to click anywhere outside the dialog to close it. Neither of those things work for the merchant dialogs!

Twice, I accidentally bought something that I was intending to sell. This can happen when you enter sell mode, and then quickly switch to another vendor, which puts you in buy mode without your explicit consent. This can have consequences: I lost a fair bit of money both times I unintentionally did this, because it was very early in the game, and it consumed all of the money I had.

When I first entered "Cave 1:1," I was unlucky enough to get seven non-monster encounters in a row. There was absolutely nothing for me to do except wonder why my character kept trying to pick a fight with a rock? It seemed very strange that he considered a stalagmite to be a significant threat, since it is well out of reach and totally inanimate. I had to wait through seven non-monster encounters before I finally got a single monster to fight, and then I got another long string of non-monsters before I found the exit and got the heck out of there.

I noticed some typos in the monster descriptions:

Sporeback: "definetly" => "definitely"

Wolf: "SCRATH" => "SCRATCH"

There may be others, but I figured I would make a note of the ones I found, in case that helps :)

Anyway, thank you for the game! I think it has a lot of potential.

The in-game help shows a right-click mouse button and the words "Cash Out." I think some people took that to mean that you can right-click anywhere to cash out.

In reality, you have to right click on the coin, specifically, which wasn't conveyed.

I second this.

And, for the record, it took me a lot longer than ten minutes before I finally gave up on it. Even if something takes ten minutes on average, then a small number of users will be waiting much, much longer than that.

It is truly a work of art. The scrolling introduction and the various animations--with bounces and fire effects--are very nicely done: There is something about those bug eyes and hair styles that makes me laugh.

Also, I reached the end!

Tada!

I'm sorry you feel this way. That sucks :/

Ah, you're very welcome! I hope it helps :)

Muy creativo. ¡Gracias por hacernoslo!

(5 edits)

I understood what was going on pretty quickly--with two exceptions: I never did figure out what upgrading does, and I'm not sure what the Bone and Ectoplasm coins are for?

The main thing I wanted was the ability to auto-summon creatures at a given rate. As it is, I spend most of my time frantically clicking: It would have been nice if the creatures came out on their own (which they technically do, but only very infrequently).

Anyway! I thought it worked pretty well! It was fun to figure out how the towers worked... and then to construct a labyrinthine path to keep the creatures busy.

I took a few screenshots of things that I thought you might like to see:

The text here says "Spirit Lantern Unlock Unlocked."

In this photo, you can see the creatures climbing up without a ladder: You can reproduce this if you summon a huge amount of creatures at once and then move the ladder. (You can also get the creatures to pass through solid towers by placing items on top of them:)

This was also confusing to me:


The text says that there are 6 Furballs, but there are no Furballs anywhere to be seen. The battlefield is completely silent, and has been for a while!

My guess is that when the Furballs do eventually appear, there will be 6 of them. Is that how this works? If so, then this confusion could be eliminated if you added the word "Next: " along with a timer. Ideally, there would also be a tooltip that say you can increase the number of Furballs that autospawn by purchasing the "Upgrade" (assuming that's how it works, of course!)

The one thing that would improve the user interface the most is: Disable the "Necro Tower" button when you don't have enough money to build one (and make the button look different when it's disabled). As it is, you're seemingly able to buy and place the tower--only to have it turn red and disappear at the very end! I think this is the main reason why a lot of people were confused!

Who doesn't want to watch tiny bearded men struggle to carry large amounts of wood? I can't think of anyone.

It's a solid game. Nicely done!

Nice! (And under ten turns, as well.)

(1 edit)

Heh heh.

Here was my shopping list:

  • 8 Mausoleums
  • 2 Blacksmiths
  • 2 Farmers
  • All the jumbo milks

If you get too strong too quickly, the king comes out and ruins everything. So I had to make every battle a draw--or as close to it as possible--to buy some time so everybody could hit the gym before the group photo.

Hah hah. Very good :)

Nice find!

(1 edit)

I should also say that this is one of the best games on itch.io. Very well done!

(1 edit)

I'm only just now realizing that you asked us to comment if we win. So, yes, I did win, and I had the full 99 HP and 99 attack:



I didn't use any summoners, so my health is less than perfect, but I felt the summoners were overpowered. I wanted to just barely scrape through the middle rounds.

I just thought you might like to know that, tonight, a five-month-old kitten watched your peaceful animations for about twenty minutes or so... until his eyelids grew heavy, and he fell asleep.

So this can be enjoyed by all animals, not just humans.

"Please select a research from the menu." How?? There. is. no. menu.

I have clicked on the coin, and clicked on the indicated slot. The coin is inserted. But what am I supposed to do *now*?

I have tried removing the coin. I have tried combining everything. Nothing ever works.

Just now, just after fracturing the world, the game froze again. Once again, there was a flood of error messages. But, this time, the error message was different:

"Prod.framework.js.br:4300:36251

MethodAccessException: Attempt to access method 'Reactivity.IReactiveDependency.Unsubscribe' on type '' failed."

When playing the web version (v0.4.0) in Firefox: Everything froze just after I fractured the world. I opened the developer console, and saw a flood of error messages like this one:

"Not implemented: Class::FromIl2CppType Prod.loader.js:1:1294"

...and I just thought you might like to know.

I agree! All of the animation delays really add up. It takes about twenty seconds to get through the opening tutorial battle, and it's the same on every run, so you're just waiting for it to *end* already. There are so many small animations like this, it really slows everything down. That's my biggest gripe with this game.

Otherwise, it's very good! There is a lot of strategy to it, and quite a bit of luck. It's a lot of fun.

Huh. It starts out a *little* slow, but I didn't mind that at all: the pace picks up *very* quickly, since everything is growing exponentially. I thought the game balance was more or less fine until the final quartz stage, where it all falls apart. But that's the *end of the game* (for now), so no one can fault you for that. It's a very well made game! Even the balance felt good. I was seriously impressed.

What a cool game! It's fun to play, the idea is great, and the execution is very nicely done. It's fun choosing upgrade strategies, and then seeing the consequences. It's hard to put down.

At times, I thought things like "well, I'll never need these stone upgrades again," only to discover that you thought of everything, and they do indeed serve a purpose, even in the end game.

I was *pretty sure* that there would be no bugs at all, because it is so polished and well-thought out, but I did manage to find some very minor ones! (Wow!) See the attached screenshot:



There are several things to notice:

First, in the big desert pane (where you can see the drones working in the desert), in the top right corner, under the "Drone Target" menu, "Claystone" is listed twice.

ALSO, in the desert pane, one of the white quartz stones spawned smaller than the other two: This happens when you use the bomb frequently on areas where an animation is in progress. You can freeze the animation in any state, including some scaled-down and translucent states.

Under the Quarry tab, note that the "TOTAL ROCKS" shows a maximum of 10, whereas the "STONE" maximum is 11. Should this be capped at 10?

Another minor point: In the bottom right corner, under the "Rocks" tab, there is no scroll bar to indicate that there is additional content beyond what is visible. I was well into the Stone age before I discovered that you could scroll down--which is necessary to unlock the next stage. Because there was no scroll bar, others might *never* scroll down, and therefore never find those upgrades, and just assume the game is a toy demo version, and leave (as I almost did).

But these are all very minor issues. You have a fantastic game! Thank you for making it.

Nice!

For the sake of others: If you purchase the "Win the Game" upgrade, nothing happens.

(2 edits)

Yeah. I usually search carefully for every match. But the helter-skelter idea was surprisingly fun--in a crazy, chaotic way :)

While you're looking for your match, you can run around helter-skelter while pressing the space bar, and you'll go through lots of merges very quickly.

This is a very nice game. It's self-explanatory and fun to figure out. Well done!

Lost in Pandation community · Created a new topic Thank you
(1 edit)

I don't know that I ever thanked you for building this game. It's very well done. I come back and play it every once in a while. It has a great ambience, and the gameplay is captivating. I've enjoyed coming up with the shortest set of actions that lead you to safety, but I also enjoy lingering for a while, stockpiling batteries and resources, while enjoying the music and the ambience. It has a nice "feel" to it. So... thank you for building it :)

Thanks for the game! It's very good: it's well made and fun to play.

(1 edit)

I just wanted to say that I'm not restarting every run: Out of my first three runs, I was killed on the first two, while I was still figuring out how things worked. I got very badly cursed on my third run, after an extended famine right out of the gate, before I could get any real resiliency. The curses snowballed pretty quickly into an unwinnable game. On the fourth run, I was very careful to manage hunger and weapons, and--with a bit of luck--sailed through to the end.

I wonder if there is a way to remove the curses that you accrue when your stress bar fills up? Right now, it seems like your best strategy is to just restart the game when you become afflicted--because the play times are so short (so the cost of restarting is low), and the curses are so devastating (so the cost of continuing is high). If there were some way to *remove* a curse, though, that could tip the cost-benefit ratio enough to keep people playing even after they've been cursed?