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Disposable1234

21
Posts
A member registered Jul 04, 2024

Recent community posts

Those random balance tweaks apparently include critical beginner's bonuses being reduced by 50%, which seems excessive to me.

Even before I thought it was alright at best, when it gave 10% chance and 50% critical power, which to most heroes translates to a whopping 5% increase in power on average (without taking into account the researches) for the cost of 5 whole levels.

I'm pretty sure that what he's actually suggesting is an inverted "Focused Shoot".

"Shoot each projectile at different enemies" instead of "All projectiles will focus on the same enemy".

As several other people have already pointed out the game is slow, and because upgrade prices shoot straight up into the sky there's really nothing to do. This really puts the "idle" into  idle game".

Doesn't help that the game poorly explains its own mechanics, as well as several buttons.

Any info on the full version OUTSIDE of discord?

That waitlist link being dead does not fill me with confidence and I refuse to join yet another discord for a single simple question.

It is by absolute pure coincidence that I found out that you you can begin on the bakery stuff by clicking on the cookie below the coins...

I was sitting here for like 15 minutes "okay, great, first thing costs 100 cookies... how the hell do I even get my 1st cookie, nevermind 100 of them..."

After finding out by chance I went looking at the development log and this WAS apparently written in v0.19, but there should be a note in the game itself too.

They really should've fixed that "the game doesn't get focused" bug by now. Had to reload 5 times to get it to work once, and it broke again after I'd switched to a different tab.

Or maybe it got introduced by browser updates afterwards, hard to say.

Anyway, this game reminds me of an old flash game called Feed Me, which was nice.

Sure hope the descaling thing goes better in the full version. My game hangs for seconds whenever anything bigger than a tuna pops up.

Also, why doesn't the game automatically go to the next fish after all scales have been removed (or the remaining ones are damaged)? Why is it a button you have to click, hidden behind another button? And even if it HAS to be a manual action, why not a key like A/D/E?

Hasn't been an update in a bit. Wonder how things are going.

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I think Perfect Control DOES technically work... but seemingly only towards the target it was initially fired towards, which all too often is long dead by the time the projectile gets close. Even with some projectile speed upgrades for Sparky AND reducing Icy's projectile speed. So before reaching a wave where enemies actually get to live for a bit this upgrade is... basically a wasted choice with how little it does?

Ricochets may or may not be affected, I really can't tell.

Was really expecting it to allow for switching to new targets as well.

I'm curious what the price will be on Steam. On Google Play it's €5.50, so I'm not expecting it to be expensive.

EVENTUALLY, with luck and persistence, you can inconsistently sneak a unit by. I spawned 2 at the bottom followed by 3 at the top and kept repeating that.

That level felt bad. 

Ah, I missed that end of content part. Ise there anything else besides Chasing Sleep and getting an apartment?

One thing I was expecting from the apartment was better sleep, but if it changes sleep rate at all it's not an amount where I notice the difference.

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I was expecting the Magicpedia to include information on what certain status effects do. I still have no idea what Heated does.

And I assumed Fragile would increase damage of subsequent hits, but if it does I haven't noticed it working for ice itself?

Edit addition:

Perfect Control's existence is barely noticeable to me, is it really intended to have such a minute guiding effect?

Further edit: the info for debuffs apparently shows when you click the... sorta highlighted text with the name. Fragile improves damage taken from fire, Heated improves damage taken from ice. Definitely not what I would've expected from either of them.

Massive MASSIVE MASSIVE emphasis on that delay being an issue.

Mana cap * 2 = absolute minimum of seconds you need to spend on some very simple clicking, and that's disregarding mana regen. Maybe add a spend all with a "total of what you received" screen? The current implementation just makes me use an autoclicker while listening to a song.

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The upgrades descriptions could use some improvement. I still have to guess what half of them do. Does the zombie damage increase make them DEAL more damage or TAKE more damage? I assume it increases how much damage they do, but I don't KNOW. The description/tooltip text just repeats what the zombie icon already says, rather than clarifying. + zombie damage, 3 heads

For the weapons the more expensive one is obviously better, but it's not like the description tells me anything about its damage or fire rate or... anything useful. Right now the description box could be absent entirely and it'd functionally be the same.

And besides being required, what's the point of the boss energy upgrades? Delay zombie summoning ever so slightly?

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Not a fan of the exponential degradation of evasion, makes the last 50% about as valuable as the first 0.01%. Exponential probably isn't the right word,  but the doubling of evasion loss at various points feels vile. Due to the massive increase of evasion loss the Sneakier upgrade is also... massively underwhelming. A *3 increase to my total? Awesome, that's going to buy me an extra... 2 seconds.

The action speed upgrade also feels... incorrect? It works fine when you're still in jail, but the mechanic changes when you're escaping from "reward on completion"  to "reward while active", meaning you have to constantly click work to the point of an autoclicker feeling needed.

The 2k total energy softcap seems unnecessary to me right now, or an annoying roadblock I can only bash my head against? The Jars upgrade seemingly doesn't influence it, which makes the Jars upgrade feel less useful.

The hitboxes  feel wonky, don't seem to align visually.

The game screen is too big for my monitor even when I change my browser to fullscreen, the top and bottom is cut off.

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I hope that in the next version the search will be more flexible, right now I keep having to go over half the spell list to find what I want because the spell's effect isn't always part of the search terms so the search is essentially useless to me.

For example "mana" does find Still Reflection, but it doesn't find Brilliance.

I am curious when they'll edit the game's description to be truthful.

"RESPECTS YOUR TIME

Active play is not required to keep up your progression, just check in from time to time. No pressure to play daily and no FOMO"

Because I sure don't feel like my time is actually respected when there's 7-dimensional timewalls surrounding me on all sides at all times and in various shapes. For example, I'm pretty sure the monster parts and corrupted souls in horde mode used to just drop from enemies when I last tried this game, but now they're on timers. The monster parts is also oddly vile because the tooltip for "time till full" does not actually tell the truth. If you don't kill enemies fast enough you don't get ANY monster parts, so it's definitely not filling up in 40 minutes.

The farm requires a lot of checking in to make any progress as well, so add that to the list of "How is this respecting my time?"

And the 'no FOMO' seems to be a straight lie given some other comments just below me. A time-limited event where you can get permanent items? Sounds like the definition of FOMO to me.

Farm plants are definitely bugged.

Planted some grain hours ago, come back to it needing an hour and a half more. On a plant that should only take 40 minutes.

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It is so terribly annoying when they just spend 50 generations bashing their heads against the exact same rock.

You have plenty of steering, SO STEER. Stop speeding at the rock, YOU HAVE A BRAKE SO USE IT.

Why are you actively steering INTO THE WRONG DIRECTION after 30 generations of suicide? I lowered your top speed so you'd have a better chance of NOT HITTING THE EXACT SAME ROCK AS YOUR GREAT*30 GRANDFATHER.

I know the game CLAIMS they learn better after retiring once and getting a 2nd sensor, but these lemmings only seem to get dumber. Maybe that 2nd sensor is more curse than blessing?