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Played the newest update and I find it hilarious how wind turbines have become absolutely powerful but ironically impractical for mining except for one spot that requires so much micro management that it's comedic.  Thanks to the all powerful energy accumulators it's possible to have an enormous amount of power in one specific spot.  That's the area directly to the front of the cave with the crystal deposit. At the top of it specifically. This specific area I've noticed is... Let's just say awkward. 

Okay, first let's start with how the crystal deposit is functionally a trap due to the fact that it is very close to the slime spawner on the left side. By very close I mean you're going to have slimes dropping on your head if you don't move away from that area asap. Not only is it unlikely that you'll be able to generate enough power to use the area effectively, but in the beginning of the game you can harvest crystals with your laser without having to get a mining drill. I like the design of this trap even if it is likely unintentional.

Note that I specifically say it is a trap and not a trap just for players. It is also a trap for slimes due to how their AI functions. The gap between the plateau and the cave roof is about three buildings in size. Due to this, if there is a building on the overhang, the slimes will become confused and attempt to get to that building even if they physically cannot get to it. So effectively it functions as a carrot on a stick only it's just hanging there, taunting the slimes. 

Now getting there is another issue entirely. Which makes it even more awkward due to the fact that it is so close to the slime spawner and requires two hab wall layers to even get there.  So this might be a reason why many players early game are having trouble, as most would be inclined to have their structures closer to the cave. At least this is how I see it. Just my perspective.

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Can someone explain to me why every time there's a comment on the game's difficulty or someone asking for a peaceful mode, it gets downvoted to hell? I thought feedback and bug reports were greatly appreciated and all

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I can't speak definitely for anyone since I usually ignore the votes on comments, but if I were to hazard a guess I would say it's because I give the same answer to the question every time so it gets a little repetitive if you're the kind of person who reads through the comments and gives them votes. I personally welcome the feedback as long as it's not "ur game is bad" type commentary.

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This Game is lots of fun, glad to see you're updating it again, i still wish that there'd be a peaceful mode for this game like the previous one, since setting up a base instead of defending it all the time is the way i like to play it the most

Been enjoying the game so far! It has nice graphics and I like the ideas and game loop.

My main grievance is that the slimes seem to be too powerful and numerous at times. Also, is it possible to turn the turrets around? Whenever slimes attack from the West, I need to go eliminate them myself since the turrets won't turn around.

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The turrets should be turning around when there's an enemy in range even if they all start out facing right. Is this happening for the gauss turrets as well or just the lasers?

It was happening with the regular turrets, but I found out the problem was I wasn't supplying them with enough energy with the windmill generators, that was my bad. Thank you for checking.

One thing I would like to suggest are icons above structures to let you know if they aren't getting power, it would make a good way to quickly know if you need to build more generators.

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Yeah the turrets have weird tracking. Have to check the difference from the previous update and the latest update.

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I'll admit, the change to the difficulty is noticeable from 0.8.0 to 0.9.1, not complaining, but I do like the challenge. It's just very brutal if you're new to the game. The left side is still monstrously dangerous in comparison to the right side, though I have noticed the right side is harder. My strategy mostly involves not using the mining machines because maxed out miner laser is a helpful tool in gathering resources quickly it's just faster than the mining drill. Gausses are... weird. They're seemingly better off used on flat surfaces against enemies that it can track. There's no denying their useage, but I haven't used MK 2 yet to confirm if they're useful when building up to the sides. My one annoyance is how the platform above the cave is set up and the fact that there isn't a floating bridge or something to easily get to the other side of it on the left side. It's what makes the left side of the map so dangerous, not only are they closer but they're far harder to deal with so the crystal deposit at the base is basically a trap. I've been having tons of fun trying to figure out how to gather enough resources to max everything out so I can start going to the tops. I only use one elevator though because it's easier to deal with than having multiple to be honest

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The slimes attack sound on structures peaks really high, a lot louder than most of the other sound effects. Elevators are also another culprit of this. A difficulty setting much like everyone else already said is needed, especially since in this patch the left side spawns around 8-10 slimes at the same time, making short work of your base within seconds while tanking multiple turrets and one tapping one or even two structures per attack.

For the audio being too loud, for some reason the sound effects feed themselves into a feedback loop which means they double in volume after every single slime attack

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Come on man, for the love of god, just put a difficulty slider or peaceful mode in already, I just want to play the game without having everything I built be destroyed by slimes all the time...

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Once enemy balance is taken care of then I can start thinking about difficulty options. If I put them in now I would have no good gauge for if the standard game is too hard, since a good chunk of people would just give up at the first sign of challenge and switch to easy. This way I can actually tune things to be enjoyable for the average player, and then use that as a basis for an easy mode.

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Look, I get it, you want to take care of enemy balance first, but if you want to do that and get more info from the player, you just need to ask them! Like, just go around the comments asking them about, or even better, why don't you make a survey for us to fill out? A survey every update or so would actually be the perfect gauge for a lot of things in the game, not just enemy difficulty.

Now, you said that if you put a difficulty option in now, 'a good chunk of people would just give up at the first sign of challenge and switch to easy', if that actually happens at some point in the future, the problem wouldn't be on the players giving up and switching to easy, it would be the thing that's causing them to do that!

Speaking of that, I think that the real problem isn't even enemy balance at this point, it's the combat! Like I already said before here in the comments, the combat is just dogshit, and I really don't mean that as an offense. The defensive buildings have no damage numbers and no range number anywhere, so the player doesn't really know what they do, it's just like Spacethumper 1 but with more enemies and defensive buildings, and in my view a sequel should be an improvement upon the first game, not more of the same...

Wow an update! I'm so glad to see this game hasn't been abandoned, been playing since Spacethumper 1!

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Bug: Audio from the elevators underflows after a certain point, becoming far, *far* too loud.

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can you eat the enemies?

other word vore?

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Nope, no vore or eating slimes in this game.

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k just wondering

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this is despite the fact that I haven’t started to carry out the rear concerns about protecting the radioimage

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I face such a problem that every time I start to heal the left or right side. Slime spawns in different places and this hinders progress. I did everything I could, I put up protection and weapons, but every time the slugs spoil one of the sides

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The way the combat scales just... hurts me.
I finally start to feel safe, reconstructing my energy production after the 30th MASSIVE slime-wave wiped out my entire base, and then another alert comes from the other end of the valley, and I have to waddle back to the cave to get the laser guy. I've barely been able to TOUCH the pilot

Please give us a difficulty slider... Or a way to curb the spawn-rate
(plus, from what I can tell, the emp generators aren't worth it, that power could be spent on a laser turret)

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How far did you get in the research tree after an hour and a half? Mostly asking to tinker around with balance.

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I personally got to around 80% of the upgrades for buildings and around 20% for suit, but those are not anywhere near enough, since the slimes usually take down half the base at the bare minimum, which leaves them to build it all over again and until then the next, stronger wave appears. I managed to get stuff under control only after the 1 hour and 50 minute mark.

Personally I don't have an issue with the research tree, it's how the left side is designed that is the problem. Compare it to the right side and it's understandable.

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so happy for the new update, though I am sad that there is no difficulty setting still but oh well, you did say it would take a long time afterall.

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Since I hadn't played since v0.7.2 I decided to go through the redone tutorial to see the potential new dialog... I dunno if its dialog that was recently added with v0.9, but the very moment I hit 200 energy so that I can build the Mk1 Auto-Miner, a chat starts up involving the Captain that i havn't actually met yet. Captain's first line even shows up in Tauma's orange color instead of green.

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I can see that this game definitely has a lot of potential, but my god, the combat is just dogshit...

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Very great game, played through it once or twice on V0.8.0 and gave it a try with the latest release V 0.9.0

I've found the changes to slimes make them significantly more difficult, annoyingly so. Even knowing about them ahead of time and setting up defenses wasn't enough, and it quickly reached a point where the hot air balloon looking ones would spawn baby slimes quicker than could be killed.

Not sure if it was the case in previous versions, but the sound effects for both the elevator moving and slimes dealing damage to structures are LOUD. I haven't changed the sound settings, and they're easily double or triple the loudness of other sound effects.

The increased energy transfer rate is quite noticeable and very welcome, as previously I'd need to spend quite awhile simply holding W to build things, which gets boring very quickly.

I'll have to give it another try later, as I only progressed right up before building the radio tower and didn't see what it does, but I'm looking forward to seeing the game move forward to completion!

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Great game, but there are a few annoyances.

1. The game isn't very clear on how you need to progress. The only hint they give is if you bring a full-weight character to the cave, and that's something you have no reason to do and which takes a long, long time.

2. there doesn't seem to be a way to place multiple towers without bringing up the menu. This could be fixed by bringing back the system from the first game where you shift-click.

3. It's annoying that machines will still hog half of a generator's energy even if they only need like 10 energy. It would be nice if power consumption maxed out at the optimal level and anything after that went to the other machine connected to the generator. This could even be implemented as a suit upgrade, where it gives you the ability to micromanage where the power from a generator goes.

Oh, and the research station should draw 15 power even if a player is next to the generator. It's annoying not being able to research bc your fat ass is blocking the solar panel.

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The end of the game hasn't been implemented yet, the whole sequence with the cave collapse is going to be completely optional for those who want to go the extra mile with the weights (which you can also achieve by having multiple characters get fat as well, the combined weight is taken into account). It's going to remain optional for beating the game moving forward as well, but that's a subject for when I actually put out the next version with an actual end of the game implemented. As for the shift clicking, that is in the game, I'll have to double check the tutorial and make sure that I put it in there/made it clear that's an option. The power distribution thing is something I'd have to think about longer for what the best way to implement added complexity if that's something I even want for this game. After all, both building are "the other one" depending on which one you look at first. Food for thought though!

oh, I'm on laptop. Maybe the trackpad disables shift. Oops!

How I thought of it was: If the left one is fully powered, the right one gets the excess. If the right one is fully powered, the left one gets the excess. if both are fully powered, it doesn't really matter where the excess goes

It's just an idea I had. I wouldn't be angry if you didn't take the suggestion of some random stranger. 

Oh, not to be the kid who says "what about the homework," but the descriptions of the defensive structures don't have the correct values for the energy requirements.  I sincerely hope that the descriptions are flawed rather than the implementation, because I don't know if I could get through the cave when the minimum power for a defensive structure is 20/s

I'll be looking over the values for the energy description requirements, there's a lot of stuff I'm re-tuning with the combat.

The problem I ran into with implementing power in the way you described was that if you have alternating chains of generators and consumers the amounts each individual generator (and thus what they had left over for the next building) to fully power buildings would be variable, and would change based on stuff happening down the chain. Throw in the need for the player to absorb energy and it was quickly becoming more and more difficult to tell what was affecting each building's power at a glance, and was starting to need additional menus to either see what was happening or introduce manual fine tuning of power allocation. Stuff like moving a generator on the right of your base depowering the stuff on the left while leaving the middle alone so you don't see until you walk over there.

Possible to implement? Definitely, but it was starting to get more complicated to manage than what I wanted for this game's experience. But the suggestions are welcome! Even if they're something I've already tried out it gives me an excuse to ramble about game design.

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hmm, maybe instead the player could control how much power goes to the left and how much power goes to the right. This would eliminate tha problem of important things happening offscreen with no indication, since a failure in power on one side of a grid wouldn't cause a outage on the opposite side of the grid. I just dislike dealing with the fact that building structures next to a generator will take away power from whatever's on the other side, even if the structure you built already gets power from somewhere else. 

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Welp, I've learned that you shouldn't build elevators up too high, or else they'd bug out like crazy. Also, is there an ending to the game? I've researched and upgraded everything and completed the cave section(Fun 2-hour adventure of me going, "Why doesn't that work?!" and "What the hell is going on with the elevators?!"), But all in all, I'm still having a lot of fun with the game.

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Yeah elevators have been a thorn in my side in terms of buggies for a while. I have an idea of what might be happening if it's only when they're up high, but can you give some specifics of what's happening? Also the game does not have an ending yet, but an ending is coming! Just gotta stop getting sidetracked.

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Well, I was building a multi-level base, and then I had a question, "How tall can I make my base?" So, I began to build hub walls up; it wasn't until I was about halfway up to the sky box that the elevator started disappearing and reappearing rapidly. I found a way to cheese it by standing on what I've already built and making a new floor above me. I did manage to make it to the world's height by doing this. Admittedly, I have no reason to build up that high, but I thought having a Let's Game it Out moment would be fun.

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Yup, that's definitely the code I put in to enforce a vertical build limit acting weird. Another bug to squash!

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Absolutely amazing! The sounds are so perfect and the character design is adorable. So far I haven't run into anything problematic, but I do truly hope more gets added, or more detailed stuff. No matter what though, phenomenal game and a wonderful story! :)

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I really love the characters in this game and wouldn't mind seeing them make a return in a different game in the same universe.  

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A little guide I made of the cave part.

https://drive.google.com/drive/folders/17C_UM-Z_MLudaqsqeIFD8g7xtPuXtQNy?usp=dri...

Great game so far!

I do have a question for either the dev, or anyone who has found a good strategy:
Has anyone found a way to optimally defend against the slimes in the second area? They spawn WAY too aggressively to easily deal with, and even spamming a load of defensive buildings only barely takes care of them.


Also, what are you actually supposed to do in the second area? I know it says you need to build a teleporter hub, but when I built one and tried to use it, it said I needed to get the others down. How do you do that?

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Ideally you want to build upwards as quick as you can and cut off the slimes where they spawn, barring that you can try and build up some resources under an overhang where nothing but slime balloons can reach.

As for how to escape, exploration is the key. You need to find and talk to both of your crew mates, who are located in opposite corners of the cave.

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I get that, and have already set up a decent energy supply. But even with maxed out buildings and EVERYTHING put into defenses they still decimate it.

And with escape, I have already spoken to both of them, but it says "I can't leave them behind" or something, even when I power the teleporter on.


Thanks for replying by the way!

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I'd have to see your setup to give any more defense tips. As for getting out of the cave, looks like you've found a bug! I'll have to look into what could be happening there. Probably an event triggering out of order or not triggering at all for some reason.

That's fair.

Oh, I also found another issue while playing through the second area too.
I figured out a "workaround" of sorts to get resources without being bothered by the slimes, by only building in the higher sections so the slimes couldn't reach me.
As a result however, they just piled up on the ground floor beneath my buildings, and it rapidly caused my game to lag really heavily.

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After getting to the cave, I can't find the second character. I searched all around the cave walls but have only found the one the right side of the map

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There is also one on the left side near the bottom.

Deleted 92 days ago

Nevermind, I'm just dumb. I found the last character

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Loving the game so far, but I’m stuck in the second area and am not sure where to find the second lost character. I found the first one in the top left but have no idea where the second one is

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far right, if you see a giant crystal she's near i think, just go right

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I'm curious what mechanic changes will happen in the future. Like for example, a character getting too fat and getting stuck in a hole and having the other characters get them out. 

I'm hoping this game has a bright future. As well as having more entries in the series. It's one of my favorite games after all.

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Is there anything to do after the cave part? I'm assuming you're working on it but I thought I'd ask lol. Thanks!

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Not at the moment! In the full game that part will be optional, but I do have plans for bonus stuff getting unlocked from completing it.

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anyway of getting rid of the slime nests? there so annoying!

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Nope! You just have to deal with the slimes. Though you can set up turrets right next to them to fry them as they spawn.

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Love the game so far!
Just the slimes in the caverns were a little annoying, i found the first spawned but i had more that spawned near the center column and i don't know where they came from.

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can't wait for sprite making stuffs! Gotta make 3D models and convert them to sprite sheets so that I can basically play these characters with them being 3D in a 2D world (well, the illusion of it, but still! gotta hone my anthro modeling skills first X///X)

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or... I could just lazily make the models for the characters after their 2D sprites, and then have models that look good for their intended purpose then when you rotate the camera in blender/exit the single-axis view it looks bad. Decisions, desicions! :D

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love this game, is there a way to transfer saves across versions or do you need to start fresh? I honestly don't mind starting fresh because I enjoy playing it :>

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I've been working on making things future-proof in terms of saves, anything after version 0.7.0 should work moving forward. Any saves from versions older than that will be buggy/broken.

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the game is great, but when you reach the second area it gets a bit difficult to maneuver because of high places and the shit tons of slime so i think adding bridges, platforms that don't require support underneath would be best or make it so that slimes can't break them OR make it so that either there are less slimes or they do less damage.
That's how i see thing, up to you to ignore or listen to this, and i hope i don't sound negative because not in any way am i trying to sound like i'm whining, i'm just sharing some ideas, or maybe you were already planning on them or people keep asking about them (i didn't read the other comments)

have a good day/night and your work is fantastic

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okay in next month

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Will there be an update this month?

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Elevators.

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Platforms.

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hmmm from what ending continue this part (1  or 2 or 3 and if its 1 or 2 what weight stage)

There is no ending to the game so far, it's still in progress.

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I mean from what ending Continues game from first part

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Any of the weights after increasing height the first time.

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wait why i cant return to first location and where my freind :(

+ i found bug while you build elevator on max height (on 2 level) 

you can stuck in textures  + while near elevator standing hub wall its going stuck idk why

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If you're in the caverns you'll have to find your crewmates before you leave, you don't want to abandon them there! If you're having trouble finding them one is on the left, and the other is as far away from the first as you can get.

thanks

"Find your Cremated"

sorry, but that is just funny X)

Woops, auto-correct made that sound a lot more ominous.

don't worry, I love how funny it sounds though!

I have question will you add multiplayer and will you add new fat levels or idk how names it  

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Multiplayer definitely not since I'd have to redo too many systems and also learn how to actually make a multiplayer game first. Fat levels are a possibility but not my main focus right now.

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The game is great, the sound effects, the pixel art, everything, but can a customizable character option be added in this game or the next game? If not then it was worth the try.

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Sprite customization is planned, I was hoping for a way to make the replacement process more streamlined before I implemented it, but it's looking like I'll have to use the same method as before.

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Good to hear and Good luck with that

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That's such a GREAT game! So much effort put into animations, neat mechanics and pretty much everything else is spot on! 

Really hoping for new updates, or have a number 3 appear

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