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S77S77

13
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1
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A member registered Mar 11, 2022

Recent community posts

Once the map generated badly for me, there was a big wall in the middle and I couldn't access the right half of the map.

R resets the map (good feature) but when you press R right after you died and click on PLAY again, the game completely breaks.

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I like the game, a very scientific approach of an incremental/idle game. It's fun finding an equilibrium of fuel/engines and improving it with upgrades.

The Lorentz Factor is a dimensionless variable, i. e. it has no unit instead of m/s. This is an actual error, the following feedback I'll write is just personal preference.

The start is a bit rough imho, there are a lot of numbers. I mean all of them make sense and have their purpose, but still there are many numbers at start. Maybe hiding numbers like Lorentz Factor or Proper Velocity until they actually become relevant later in the game could help.

Antimatter Engines are worse than Fusion Engines, it takes such a long time until they get better than Fusion Engines. It feels a little bit too slow for me. After researching Antimatter Engines you just have to invest so much more to actually get them relevant.

This game also needs better number representation. It's so difficult comparing the Output or Thrust of different engines, you have to count like 17 or 18 digits. SI prefixes or exponential notation would help significantly.

Overall it's a nice game, I enjoyed playing it.

I really like this game, the mechanics are fun and it's well balanced. I just feel like the lava mushrooms are supposed to be orange and the frozen lava mushroom black, for me that would make more sense visually.

Nice game! Maybe it is a bit slow, maybe I have a bad strategy, who knows.

In the talent tree I can assign multiple points to a single talent which wastes each point after the first one. This shouldn't be possible, the talent should be locked once I've bought it so it can't consume any more points.

Jumping feels like it has a delay (even though it doesn't). To fix this, you should bind jump to space press, not space release.

You might also rethink the map design and door placement. Right now you can go everywhere with using nothing more than one blue key.

When you're moving and then jump while continuing to move, the walking animation stops and the character slides on the floor.

There are passages you can walk on while not being able to see your character. When you zoom in all the way, you can look through the wall in front of the character but it still doesn't feel good.

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Now I know why I always lose at poker, I never realized I could just deal myself 52 cards and stack some sweet multipliers onto them...

Great game but ascending all cards seems very tedious. More automatisation (e. g. keep auto dealer after prestige, or automatic upgrades of cards and/or suits) would help after unlocking the first acended card.

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The UI is not broken, but it feels bad. The UI updates twice per second, and when I hover over a button, it shortly flashes twice per second (the button's default color shortly flashes over the button's hover-color). Worse, when I'm switching tabs, the actual menu change also only happens on the twice-per-second-cycle. I think some clicks also aren't registered correctly, probably the ones happening exactly during a UI flash.

This results in a bad looking and sluggish feeling UI. 

I encountered two game-breaking bugs so far:

1. At some point people got rarely hit by cars anymore, I think because I leveled up their speed too much they "evaded" the cars numerically.

2. The next time for some reason at some points all traffic light got stuck at red and didn't change anymore. I didn't even upgrade anything too much until this point.

The game description is wrong, it says bottom left instead of top left.

Some of the puzzles do not have a unique solution, so when I find a solution (i. e. all numbers disappear and there are no errors), it still doesn't count as solved as I have to guess and put in the 'correct' solution. Kinda punishing and tiring tbh.

Yes, I found it very useful. Warning, the following text contains many SPOILERS!

For example for fuel. I like that when you have multiple furnaces and don't know how to distribute wood and coal between them, you can simple throw all wood and coal into one InputMerger and from there distribute to all furnaces. If you want to add coal to an EssencePurifier, you could loop the InputMerger, because if the Merger would be 'stuck' at wood for a while, waiting to distribute it, a looped Merger automatically continuously shuffles itself so it reaches coal much quicker.

You also can set the output of EssencePurifiers to a looped InputMerger, and from there anywhere you need: fire for the advanced furnaces (I forgot the name and can't loop it up as I just finished the game), vitriol for the Transmuter or essence for upgrades. Once the output of the InputMerger hits something that can't be used (i. e. something full or essence), it would stop distributing elements, but if you loop it to itself, it shuffles itself and quickly will reach something usable in its output again. This way when you want to change an EssencePurifier, you only have to change its inputs as its output is automatically distributed.

Also if you want to make a lot of the last thing of a Transmuter (was it quicksilver? I don't remember), you could loop a Transmuter to itself, but eventually it will stop because it can't feed quicksilver to itself, but if you connect it to a looped InputMerger (which itself is connected to the input of the Transmuter), this will filter the quicksilver but continue to feed the Transmuter stuff it can process.