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.
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.
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.
--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!
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
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!
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.
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.
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.
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.
I would love to see more of this game, I enjoy this a lot and would also Pay for the final version of its Release, something I would hope to see is more story, and world-building maybe like they continue to another world and then get stuck. I dunno just Spitballing here
I do recall once seeing sprites for a raptor like player. I'm not entirely sure if those will still be in the game. It would be cool to eventually see the next area have another gameplay aspect added on. Since this first area feels really cool in terms of a learning experience.
I already enjoy what is here and I am going to be excited for upcoming advancements in the gameplay and story.
Yeah there were some sprites that eventually evolved into how Tauma looks now, I ended up not liking how they were turning out at the larger sizes though, so unless someone makes a spritepack for them (whenever I end up getting around to adding the functionality for that in as well) they won't show up in the game.
Really cool! I feel like the sprites could be reused rather than being a player sprite being a sprite for another character like the crew's boss or something. Since I already like the idea of having a mission briefing.
I created an account just so I can talk about how amazing this game is.
When I read “WIP”, I thought of a janky and unfinished game. But I got really surprised when I saw an actual game that was functional from the get go.
One thing I hope to see in the future is having more elasticity upgrades. Instead of 9 upgrades, it would be increased to 12 or 15 upgrades.
Also, having the Movement efficiency upgrades have more effect. Like instead of -5% it would be -10% or being able to nullify energy loss during waking at max weight completely.
All in all, it's an incredible game that I'm very happy to have found.
Please excuse me if my grammar is bad, English is my second language.
i dont understand most stuff in this game. i placed solar panels and wind turbines and sometimes i get barley any E and sometimes i will get a lot.
i was told place a mining thing so i did. i made sure to add to it using the W key and it just did nothing. apart from not knowing what im doing it does seem like a fun game tho
Nah this doesn't seem to be the type of game for that. Besides if the author is comfortable with it they will put it in. It is unlikely anyways and wouldn't really have a place in the story or game.
I do feel like difficulty settings are needed; I understand that the slimes can be a bit overwhelming depending on your placement. If it helps, the slimes on the left side of the map come faster than the ones on the right. Conversely it means you can stem the flow of those slimes faster. Most of your fire should be focused on the left.
I love the current story thus far, as well as the interactions. Tamua and Dex are very funny alongside the pilot.
Speaking of interactions, this 'first area's feels very complete. Granted, spriting for the next area might take a while and thus we will need to wait until you have mocked it up. Since unlike the first game there isn't a prestige system. The gameplay flow is fun either way. Though I could feel there could be a bit more dialogue between characters aside from the weight dialogue. For example dialogue when interacting with the fusion reactors when playing as the pilot.
We know that their main mission most likely is to explore the planet and extract resources. However I do feel the group's goal in the first area would be to set up a base on the surface since a cave isn't exactly the most comfortable place. It would be cool if you could unlock a customizable interior after unlocking the teleporter. That way you can have the characters in a more relaxed environment. Maybe even talk to them too.
It could be nice to unlock a system later on which allows for characters to be given assigned tasks. Though that might be hard to code. Since that might also mean each character would have separate inventory stats. I can tell that you might be in a bit of a hard spot in terms of ideas but don't let that stop you from making this fun game!
I've noticed that you can't place a support right next to the spot above the entrance to the cave, yet I can place one right in-front of the entrance no problem.
Also it slightly irks me that the opening there is only wide enough for the normal elevator and not the freight elevator. Makes sense from a game design stand point, but it just bothers me a small bit.
Also saving doesn't save all the playable character's weights, just the currently active one's, which also bothers me a small bit.
I have a suggestion: Could you possibly ad something like a custom character? Maybe a test tube that you could unlock in the research statiom where you can make your own character with different species and colors and stuff?
I do have plans for a way to add your own character sprites, I want to do something a little more in-depth than the simple sprite replacements I did in the first game though.
Really fun so far! Normally dont really like these sorta base building games but this is really simple and nice. only thing that felt off was that you couldnt have accumulators too close to eachother, seems like sorta daisychaining these together to bring power down from generators from platforms above would be a cool thing to do. lil bummed out but i understand if that would be too unbalanced/weird code wize. other than that lots of fun!
Yeah it would have to have higher diminishing returns since the accumulators half the energy of whatever they draw from. So drawing from themselves would be a bit awkward.
Yeah the code for those would be a bit jank from the feedback loop, technically possible using limits, but I also don't want the whole daisy chaining thing going on ironically enough. Mostly want the power sources to have to stand on their own instead of a central power hub you plug everything into.
Love the new intro with the Captain/Pilot cursing up a storm to the miner. It just goes to show how much she has put up with. She is surprisingly calm.
I think im stupid, but how come I cant build the auto miner, its always red. Some text telling me whats wrong would really help. Im a total noob at this.
Those Whiteish slimes annihilate barriers far too fast. I've had to scrap a run because of this.
I like the 'balance between power for you and power for your buildings' but it could use with some sort of 'connecting power' UI instead of just by proximity, as buildings will sap power from a source even if they already have enough from the one on the other side. It'd also be nice if you could use power sources on platforms to power things below them. Otherwise platforms are of minimal use.
Basic elevator could be smaller.
The arc generator thing's tooltip is unclear. Is it ranged or is it like, close proximity?
All that being said, the animation has improved and the extra selection of characters is nice as well.
Not so much a bug as a small problem that might be able to be solved.
when you build the defenses close to the slime spawn point on the left side cliff, all the turrets start off facing the wrong direction. when they finally turn around the barrage of slimes have already torn down barricades placed close to it (can see the spawner on screen close, but not directly next to it. 3 spaces away) upon actually defending that spot the turrets stay facing the correct direction, allowing subsequent waves to be much easier. Until you try to swap characters or load a save.
Is it at all possible to make it so turrets will face the nearest slime spawner when built? or at least have them face the left side when on the left side cliff?
other than that. i do rather enjoy the game. the miner in particular is my favorite of the three.
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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.
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.
What was the most painful thing to code in all of this? I'm curious on a programming level.
Probably the single thing I spent the most time on is the save system, mostly because making saves backwards compatible is tricky.
oh that sounds like pain.
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.
Sometimes it is better to learn as you go.
Will the pilot ever get a name?
Most likely no.
Maybe you can make it a running gag where they're about to ask her name but something interrupts them.
Beyond amazing, love it
hey can you make it a playable for iPhone and can it be browseable pls
There are a lot of reasons why, but no, there is no chance of that ever happening.
Windows emulators don't open .exe files
Damn that sucks.
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
What will be coming in the next update?
Dang I got ratioed. It makes sense, it sounds like I'm rushing the Author to release an update.
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.
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.
I did test that out afterwards, turns out that was the case. Thank you, Chubberdy! I appreciate the help! ^^)/
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
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?
Yeah, just Mk. 1
Well for the time being I would suggest researching and building some of the higher tier defensive structures, they're quite useful!
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!
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.
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.
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?
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...
holy f*** this game made me play freaking 5-7 hours
I would love to see more of this game, I enjoy this a lot and would also Pay for the final version of its Release, something I would hope to see is more story, and world-building maybe like they continue to another world and then get stuck. I dunno just Spitballing here
I do recall once seeing sprites for a raptor like player. I'm not entirely sure if those will still be in the game. It would be cool to eventually see the next area have another gameplay aspect added on. Since this first area feels really cool in terms of a learning experience.
I already enjoy what is here and I am going to be excited for upcoming advancements in the gameplay and story.
Yeah there were some sprites that eventually evolved into how Tauma looks now, I ended up not liking how they were turning out at the larger sizes though, so unless someone makes a spritepack for them (whenever I end up getting around to adding the functionality for that in as well) they won't show up in the game.
Really cool! I feel like the sprites could be reused rather than being a player sprite being a sprite for another character like the crew's boss or something. Since I already like the idea of having a mission briefing.
I created an account just so I can talk about how amazing this game is.
When I read “WIP”, I thought of a janky and unfinished game. But I got really surprised when I saw an actual game that was functional from the get go.
One thing I hope to see in the future is having more elasticity upgrades. Instead of 9 upgrades, it would be increased to 12 or 15 upgrades.
Also, having the Movement efficiency upgrades have more effect. Like instead of -5% it would be -10% or being able to nullify energy loss during waking at max weight completely.
All in all, it's an incredible game that I'm very happy to have found.
Please excuse me if my grammar is bad, English is my second language.
i dont understand most stuff in this game. i placed solar panels and wind turbines and sometimes i get barley any E and sometimes i will get a lot.
i was told place a mining thing so i did. i made sure to add to it using the W key and it just did nothing. apart from not knowing what im doing it does seem like a fun game tho
When you placed the stuff and held W in front of them, did you wait for them to be fully built (not looking like a hologram any more)?
yh
Did you place a generator like a solar panel next to the miner to power it?
that must be the problem. thanks
Weirdly enough I find the game to be too easy if your base is small.
Will there be endings? If there are, I didn't get them I guess :P
I don't think there are endings in this build. Especially since this game might end up being much larger than the first.
No endings yet, I've still got quite a few things I want to add before making an ending to the game.
at least one sex scene would be good
Nah this doesn't seem to be the type of game for that. Besides if the author is comfortable with it they will put it in. It is unlikely anyways and wouldn't really have a place in the story or game.
lowkey 🤓
Nah.
Giga Chad Nah.
can we get dufficulty settings back i had lots of stuff and it got destroyed by slimes in seconds
I do feel like difficulty settings are needed; I understand that the slimes can be a bit overwhelming depending on your placement. If it helps, the slimes on the left side of the map come faster than the ones on the right. Conversely it means you can stem the flow of those slimes faster. Most of your fire should be focused on the left.
Another bug I remembered, in one of the dialogue sections, Sen uses Tamua's dialogue variable.
I love the current story thus far, as well as the interactions. Tamua and Dex are very funny alongside the pilot.
Speaking of interactions, this 'first area's feels very complete. Granted, spriting for the next area might take a while and thus we will need to wait until you have mocked it up. Since unlike the first game there isn't a prestige system. The gameplay flow is fun either way. Though I could feel there could be a bit more dialogue between characters aside from the weight dialogue. For example dialogue when interacting with the fusion reactors when playing as the pilot.
We know that their main mission most likely is to explore the planet and extract resources. However I do feel the group's goal in the first area would be to set up a base on the surface since a cave isn't exactly the most comfortable place. It would be cool if you could unlock a customizable interior after unlocking the teleporter. That way you can have the characters in a more relaxed environment. Maybe even talk to them too.
It could be nice to unlock a system later on which allows for characters to be given assigned tasks. Though that might be hard to code. Since that might also mean each character would have separate inventory stats. I can tell that you might be in a bit of a hard spot in terms of ideas but don't let that stop you from making this fun game!
I've noticed that you can't place a support right next to the spot above the entrance to the cave, yet I can place one right in-front of the entrance no problem.
Also it slightly irks me that the opening there is only wide enough for the normal elevator and not the freight elevator. Makes sense from a game design stand point, but it just bothers me a small bit.
Also saving doesn't save all the playable character's weights, just the currently active one's, which also bothers me a small bit.
I have a suggestion: Could you possibly ad something like a custom character? Maybe a test tube that you could unlock in the research statiom where you can make your own character with different species and colors and stuff?
I do have plans for a way to add your own character sprites, I want to do something a little more in-depth than the simple sprite replacements I did in the first game though.
Outfits perhaps?
Also, realized there's a crash if you try interacting with a teleporter without a teleporter hub existing.
Really fun so far! Normally dont really like these sorta base building games but this is really simple and nice. only thing that felt off was that you couldnt have accumulators too close to eachother, seems like sorta daisychaining these together to bring power down from generators from platforms above would be a cool thing to do. lil bummed out but i understand if that would be too unbalanced/weird code wize. other than that lots of fun!
Yeah it would have to have higher diminishing returns since the accumulators half the energy of whatever they draw from. So drawing from themselves would be a bit awkward.
Yeah the code for those would be a bit jank from the feedback loop, technically possible using limits, but I also don't want the whole daisy chaining thing going on ironically enough. Mostly want the power sources to have to stand on their own instead of a central power hub you plug everything into.
Love the new intro with the Captain/Pilot cursing up a storm to the miner. It just goes to show how much she has put up with. She is surprisingly calm.
Pog this game has an itch.io page.
I think im stupid, but how come I cant build the auto miner, its always red. Some text telling me whats wrong would really help. Im a total noob at this.
Do you have enough metal and crystals? Is it on top of a resource vein?
Ive tried ontop of a resource vein so i must be missing those other things.
welp, yeah, wasnt mining for metals. My bad!
Bug: If you are on an elevator when it is destroyed by enemies, the game crashes.
Glad to see Spacethumper continued! Or should I say... expanded :)
It's Good but a few things:
Those Whiteish slimes annihilate barriers far too fast. I've had to scrap a run because of this.
I like the 'balance between power for you and power for your buildings' but it could use with some sort of 'connecting power' UI instead of just by proximity, as buildings will sap power from a source even if they already have enough from the one on the other side. It'd also be nice if you could use power sources on platforms to power things below them. Otherwise platforms are of minimal use.
Basic elevator could be smaller.
The arc generator thing's tooltip is unclear. Is it ranged or is it like, close proximity?
All that being said, the animation has improved and the extra selection of characters is nice as well.
Not so much a bug as a small problem that might be able to be solved.
when you build the defenses close to the slime spawn point on the left side cliff, all the turrets start off facing the wrong direction. when they finally turn around the barrage of slimes have already torn down barricades placed close to it (can see the spawner on screen close, but not directly next to it. 3 spaces away) upon actually defending that spot the turrets stay facing the correct direction, allowing subsequent waves to be much easier. Until you try to swap characters or load a save.
Is it at all possible to make it so turrets will face the nearest slime spawner when built? or at least have them face the left side when on the left side cliff?
other than that. i do rather enjoy the game. the miner in particular is my favorite of the three.
I like this game so much
This is great!
Ps: Can you add difficulty options back?
Spacethumper... TWO!