A downloadable game for Windows

Still very much a WIP, feedback and bug reports are greatly appreciated!

Updated 2 days ago
StatusReleased
PlatformsWindows
Rating
Rated 4.7 out of 5 stars
(54 total ratings)
AuthorChubberdy
GenreStrategy
TagsFurry, Tower Defense, weight-gain

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Download
Spacethumper2 V0.7.2.zip 134 MB

Development log

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Found a bug again: You can softlock yourself until the slimes come destroy yourself in the second area if you build a fusion generator with an elevator that goes up to a third level. (In short, if you build an elevator in a crevice and the fusion generator runs out of crystals to power it, it freezes the elevator, preventing you from destroying it, and trapping you.)

Okay, I might be dumb, but I just need to ask this: How do you get to the second area (the newer one)? I've spent a bit trying to find out how, while maxing out all upgrades and stuff, and the teleporter hub still asks me to wait for everyone (For what I assume is the end of the game), but beside the quaking event that was new on my playthrough, I haven't found out how to get to the next area. At least a hint would be nice, as I've spent quite a bit of time on this game (I will say it's still fun though, I just am confused out of my mind.)

The quaking event is pretty much the only hint, that floor can only hold so much weight. (make everyone fatter and put them in the cave)

Okay, Thank you so much! (I would've been stuck on this for weeks o-o)

--I like that the first time in the New Zone Gives incentive to use the Character with the Red Mining Drone, as he's the best one at gathering resources without automation. Though it's easy to quickly get overwhelmed in the New Zone if a player doesn't go in thinking they're on a timer to get to high ground before the slimes begin invading.

One bug I noticed while playing via proton experimental: If you're at a certain weight, cargo elevators that have walls on them will teleport you straight to the top. and you won't fall back down. I noticed starting at the third to last weight range on the orange lizard.

It's also incredibly easy to accidentally cheese the caves - if you build a structure on the first ledge to the left, the tiny reddish-pink slimes will get stuck in that corner and continue spawning in large enough numbers to completely fill the enemy cap, allowing you to go through the rest of the caverns in peace.

In terms of balance - those tiny slimes don't have much health, but they spawn in such large numbers that it can be borderline impossible to make any progress in getting past them, since actually killing them requires getting to the large slime spawning them and said large slime can often be out of reach.

Okay, finished the cave diving and I have to say, that was fun! So far I'm finding the interactions with the characters to be funny and cute. Nonetheless, I'll go over some things I've encountered.

The wave system can be easily abused depending on how you go about things. if you focus your build away from the slimes, they can't find the buildings to attack. The pink slimes are a nice addition and prevent the abuse of using the platform in the middle to create an accumulator elevator or something of the sort. While small in the grand scheme of things, I like this new breaking the mold of what we're used to. I can't wait to see what comes forth from the caves as the verticality can be used to create fun obstacles.  

In version 0.7.1 discription of some buildings does not match their menu when they are build (e.g. laser turret mk III; in construction menu it says it consumes 30 energy but in building menu it says minimum 5, optimal 10)

So one thing I am confused on with the teleporter and the teleporter hub: When I build them, my teleporter says there is no hub, even though I have built one. So, when I go to interact with the hub, the character I'm using says that, and I quote, "I should probably help the others down before I leave." I've even tried it with power and on ground level, and yet It still won't work. Is this a bug, or am I simply doing something wrong on my part?

That's a bug, I'm working on having that fixed up for the next part.

Okay, so it isn't just me, good to know :D

I would say the addition of pink slimes and all the slime variants are surprising. I have not seen what all of them do but the addition of the pink slimes makes my head spin. They throw out almost everything we know from the original game. Already I'm seeing a strategy here: Going right to pin down the first set of slimes, then going left to pin down the other set later when resources have been accumulated. 

The only overarching issue is the lack of hanging bridges to connect to the left side slimes. Rather than having to go through the tedious process of building hab walls to make a bridge that hopefully doesn't get broken all thanks to the overhang leaving a gap near the entrance for balancing purposes.

Again, however, we just have been introduced to Area 2 which I have not really gotten into yet. So I'm going to make a fresh save to redevelop a strategy for this that works. Either that or just try to continue my current save. 

As for difficulties here's how I've thought of it: the current difficulty can be seen as the veteran/ hard difficulty as it should be challenging but also fun for players who have feel underwhelmed by hard in the original. As much of a masochist as I am I can tell that this game needs some difficulty adjustments that will come at some point. The addition of the flying slimes can feel kind of overwhelming to new players. Even as a returning player I already see that these pink slimes are going to be the bane of my existence; Somehow, these things make white slimes look passive. I mean that with what few instances of pink slimes I have encountered. These things already require you to have more lasers than you can produce consistently by the time they appear. I was on mark two lasers when I was first attacked by these things. 

White slimes makes more sense for the first layer as it is highly unlikely you'll be directly going towards the slime spawners. It's usually better to actively ignore the slime spawners and save it for end game, or in this case prior to area 2. 

Pink slimes fit perfectly into the vertical nature of area 2.  Rather than having several slimes at once bombard you, these droppers would require more precise methods.  It would make more sense to have these as sentries with a unique spawner to give the slimes more pushback to force you to check on the spawners rather than just putting up an energy barrier, a laser and calling it a day.

I'll give more feedback when I have more time to play with a clear head. It's like 12 am for me.

I'm just saying this again after 7 months, but will there be a difficulty update? The slimes can get overwhelming a lot of the time, also some want an even harder challenge than this! But there would still be normal, and peaceful too for those who want the story not the fight.

(+2)

I will eventually be adding difficulties back in once I get enemy balance nailed down a bit more. Just to speed that along a bit, do you remember about how long you played before you got the the point where you were overwhelmed and what kind of defenses you had set up?

thx for replying! it was around wave 9-11 but i'm kind of a beginner, I hope this helps!

(+1)

So I think I found a game breaking bug: if you pause the game as slimes are mid jump just at the right time, they kinda.....continue to move, thus making the slimes fall through the map. I'm sure it's unintended, cause last time I checked, Slimes falling through the floor shouldn't be the meta. Also I feel like late game, there shouldn't be almost what felt like 200 or so green slimes coming for your base (cause atm, I have a save where it's pretty difficult to defend against them without having to make some changes to the base, which all ends up to all my stuff being destroyed). I do understand that this game is about the grind to make sure that your base is resistant to them, but when they cluster in those absurd numbers, it becomes nigh impossible to defend against. What I feel like could happen is that the slimes can go past the walls and platforms, as usually you can't put defenses on them without a huge risk of slimes destroying them, and thus the entire base at the process. But that's just my opinion (and sorry if I'm sounding tangent-y or rude and whatnot.

I have the same issue during the second phase, the game basically allow you to only build on a tiny spot near the beginning, and then not only spawn an insane amount of enemy , but they will fall on you rahter than coming in front of you... and the game give you a total amount of 0 solution to defend against enemy from above.

Trying to collect my crystals before the slimes destroyed the miner caused a crash. Unsurprising, but still very annoying considering how much those slimes like to swarm in later stages.

Dealing with the slimes feels incredibly frustrating, one small mistake kind of wipes you completely unfortunately.

(+1)

Will we be able to customize the sprites like in the first Spacethumper?

(+1)

Eventually, yes.

so i start the game and i can't build at the tutorial part

what do i do? 

What's the first instruction Sen gives you?

disassembling the wreckage of the escape pod to build a source of power

(+1)

Excellent, just had to make sure there wasn't a bug with the textboxes. You can also get small amounts of resources by manually mining with the laser, which is something I have plans to make clearer for the tutorial.

-_- how do i turn off the escape pod cuz I still stuck at the tutorial part and still can't build. I right click on the escape pod and there no Option to turn it off.

(+1)

You have to go into the build menu , click destroy, then click on the escape pod.

While I am okay with the grind and stuff, the one gripe I have is that the small grey slimes do way too much damage (so much so I had to purposefully not get certain blueprints just to prevent them from spawning in so much) and I feel like they should be nerfed. Whenever they swarm, I usually am forced to watch as sometimes hours of my work gets deleted instantly. I'm okay with the orange slimes doing a fourth damage to the fortified walls (as I said, couldn't use other walls lest I spawn the grey slimes in more frequent waves), but for how quick they are, they really should be toned down at the very least. Still enjoying it, however.

(+1)

I had to check back through the code to make sure I wasn't misremembering, but there are no gray slimes in this game, only spacethumper 1. The good news though is that in both games the enemies just get harder over time, nothing is gated behind certain upgrades, so feel free to research the better defensive buildings to deal with them!

(+1)

Well, with that knowledge (and being able to build the energy shield's whenever the little slimes that deal like a quarter of the health of the fortified walls), I finally was able to get past the block. That and I just moved my base away from the cave. Still excited to see what else is in store for this game (as I do enjoy this game :D)

(-1)

Can you add the difficulties back, i want to play but the slimes absolutely obliterate everything and its frustrating, i've spent hours building everything only for it to be completely destroyed despite putting turrets

(+1)

I will eventually be adding them back in once I get enemy balance nailed down a bit more. Just to speed that along a bit, do you remember about how long you played before you got the the point where you were overwhelmed and what kind of defenses you had set up?

(+2)

Just curious but would you say that this game is done/complete?

(+2)

Nope, not even close.

how i use the research table?

(+1)

Right click on it when supplying it with enough energy to open it, and it's all clicking from there.

Thanks!!!!

I can't make anything work, I build the stuff, it takes my resources, but it doesn't work, am I dense?

(+1)

Could be one of two things. If stuff is still a blue hologram you need to hold up while next to it to pump energy into it and properly build it. If you've already done that then there's not enough/not strong enough generators touching a consuming building or you're siphoning away too much energy from the generators by touching them.

(+1)

Thanks bro :)

(+1)(-1)

Idk if it's just with me but I can't build anything :^

(+2)

Do you have the required metal? You might have to manually mine some with your drone first.

(+5)

Hello I am wondering If In The 3.0 Update, There is going to be More Upgrades Like More Elasticity Upgrades Or More Ways To Defend Yourself From Slimes, etc

(+6)(-1)

The next update is mostly going to be centered around the slimes themselves, new varieties, better sprites to tell them apart, and a proper controller to determine which ones spawn during which waves.

(+1)

Hello, I am interested in the fact whether there is an ending in the game and how to get it, it's just that I have already discovered all the technologies, but I can't figure out how to complete the passage

(+3)

Currently there isn't an ending to the game. Once that's been implemented I will be making it clear how to get it though.

(-1)

Could you add a no enemy diffculty like in the last game i keep dieing and just want to see story plz!

(+2)

I will eventually be adding them back in once I get enemy balance nailed down a bit more. Just to speed that along a bit, do you remember about how long you played before you got the the point where you were overwhelmed and what kind of defenses you had set up?

(-1)

Yes it was about almost  15 minutes in I couldn't get ready in time they broke everything like how I had barriers the starter ones don't have enough health and upgrades are hard for people like me who arn't that good at game like this, timed ones so I failed and had to restart, that is why i'm so happy to hear your gong to add them back!

Thx for replying to my post btw!

so I've been play this game for like an hour and closed the window to the game and I cant load my game, how do I save so this does not happen again? 

Pause the game (esc), click save, then click one of the save slots.

(1 edit)

Will There be a 3.0? I Love The Game And I Am Hoping To See More. (Not Trying to rush btw)

Working on it. Having a bit of trouble making the enemies path correctly though.

(+3)

What was the most painful thing to code in all of this? I'm curious on a programming level.

(+3)

Probably the single thing I spent the most time on is the save system, mostly because making saves backwards compatible is tricky.

(+2)

oh that sounds like pain.

(+3)

It can be, though that's mostly from me not thinking things through and future proofing from the get-go. Just one of those things that I'm learning to do more as I code more.

(+2)

Sometimes it is better to learn as you go.

(+1)

Will the pilot ever get a name?

(+4)

Most likely no.

(+5)

Maybe you can make it a running gag where they're about to ask her name but something interrupts them.

(+2)

Beyond amazing, love it

(-6)

hey can you make it a playable for iPhone and can it be browseable pls

(+3)

There are a lot of reasons why, but no, there is no chance of that ever happening.

(-1)

Have you tried using a Windows emulator on Android?

Windows emulators don't open .exe files

(+1)

Damn that sucks.

Oh, whoops. Thanks for the correction! I apologize for the innocent info my man! 😅

It's alright, I only found out because I had to try to be able to play a windows game in my phone, so, no damage done, no penalty

(+2)(-7)

What will be coming in the next update?

(+4)(-1)

Dang I got ratioed. It makes sense, it sounds like I'm rushing the Author to release an update.

(+1)

I am enjoying the game so far, but I'm coming across some issues that I'm either overlooking and missing something, or it's something else. For starters, I put the Upgrade Bench near a LV. 3 Turbine or Solar Panel as a means of giving it power, but it still keeps saying that it needs 40 power even though LV3 Wind Turbine gives 40 power per second and the LV3. Solar Panel gives 60 power per second as well. It worked with the Research Table, so I don't know why the Upgrade Bench is being fussy with me.

The second thing is that I placed an Automatic Miner in the center of where the Crystal/Metal deposits are and I put two big energy sources beside them such as a LVL 3 Wind Turbine, and it's moving the moment I do that. However, despite it having the power, the Automatic Miner isn't mining at all despite it being on and activating.

(+2)

Power is split evenly between everything touching generators, including the player. It's possible you're drawing enough power off the generators that they can't keep the buildings powered when you're standing next to them.

(+1)

I did test that out afterwards, turns out that was the case. Thank you, Chubberdy! I appreciate the help! ^^)/

(1 edit) (+1)

Some short-and-sweet feedback:

--The only bug I've encountered was the game having  [rare] hick-ups while I was trying to build Hab Walls ontop of an already built and working elevator, specifically teleporting the character I was controlling to the top of the platform. Other than that, my experience was smooth.

--I mainly used the Green Character for buying things from the research and suit upgrade station, but then used them for everything--as they're better at holding energy and moving than the others. The Yellow and Orange Characters I mainly played as to see what banter they brought at every Growth Milestones.


Overall, I'm just happy that the world of Spacethumper is getting an official sequel. So; thank you, Devs, for your ongoing development of this game!

Could you add the difficulty options back? The slimes destroyed everything and I might have to restart from the beginning. Love the game though

(+5)(-1)

I will eventually be adding them back in once I get enemy balance nailed down a bit more. Just to speed that along a bit, do you remember about how long you played before you got the the point where you were overwhelmed and what kind of defenses you had set up?

I played the game for a few hours yesterday. I was setting up laser turrets (Mk. I) and fortified barriers, but somehow the slimes got through and destroyed everything in a matter of seconds. I did try to kill them but there were too many

Nothing beyond mk. 1 turrets for the whole playthrough then?

(1 edit)

Yeah, just Mk. 1

(+1)

Well for the time being I would suggest researching and building some of the higher tier defensive structures, they're quite useful!

(+3)

I can't wait to see what I am calling "Section 2" is like. Since the first section feels like the first game. Nostalgic building, but a little more complex. It almost feels like a good first area for strategizing and learning the game a bit more. I hope the next area is really cool! Of course however long it takes before the storm leading to the new area is introduced. Also I feel like there should be more reason to play as characters other than the engineer since the idea of the building speed alone almost trivializes the need to use the miner or the pilot. Not to say either aren't useful. Though in a rts with structures you may want to use the engineer anyways. I feel like the next area should get someone out of their comfort zone a little, challenge the player while also being enjoyable. I keep circling back to the idea of a cavern with moe unique slimes. While there may not be any more enemies that doesn't mean slimes don't evolve to take certain forms. Sorry if I am a little too enthusiastic I just really love this game!

(+4)

Honestly I feel like the Pilot does a better job at building than the engineer because at larger sizes you can build more structures at a time since the Pilot's wider. Not to mention, she carries more energy as well, which means that you can build more structures without needing to refill as often. And even when you do, she gains energy faster as well because she can stand in front of more power sources at a time and becomes bigger faster.

(+1)

Fair point. However it is also because of that size she might be a little... Too fast.

That energy distribution is a blessing and a curse since it means if you want to supply energy to one structure to build it you are being drained of about five or three of them depending on your size.

(+1)

Thanks for making a second!

What do you think if make it so that weak and medium platforms can break if we are too heavy? 

(+6)

I've considered it, but it ends up being more annoying than enjoyable after a bit.

I really should play this version at some point. I might do a wind turbine only challenge. Since wind turbines are becoming the most cost effective and useable source of energy. Might be fun since I only use wind turbines 99% of the time. Granted, there's still tweaking to be involved but nonetheless it will be interesting to see. Might do some testing with that. While these wind turbines are becoming overpowered I feel that there should be a buff to the other generators. 

Bug: Apparently if you switch characters, but are spamming E, you can get the prompt to switch again- which crashes the game.

So there should be an animation for downtime between switches to keep this from happening. While it may seem a bit troubling, it will be effective at patching this glitch and maybe giving the characters a little more personality.

Or disable interact inputs once Yes is selected. Or switch character variables as soon as Yes is selected. An animation is a lot of work- this isn't a big bug.

Now wind turbines are seeming more practical than solar panels. This is going to be a game changer...

(+3)

holy f*** this game made me play freaking 5-7 hours

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