Just noticed a bug that happened, While I was paused and a floating slime was near me... the slime just started to... go through the ground? Though it's position would be... mostly corrected after this happens
Hey! Just got done with the game so far (v9.2). Overall a solid expansion of the first game! You seem well aware of the odd difficulty curve, which is about the only major issue I can see with the game so far. The characters, the dialogue, the art, and ESPECIALLY the sound design (the suit creaking is probably the best thing I didn't know I needed) are fantastic, as far I'm concerned. Really looking forward to playing the full release.
I could see an attack timer (or maybe a building or suit upgrade that gives you one) being a great addition, since I found myself waiting around for the next wave before starting any serious expansion projects. That and maybe more indication of things stats. Health bars for the slimes? Posted numbers for the attack power of defenses and the drone? Having energy consumption added to the description of every applicable building would be good, too, like the radio tower and teleporters. Just quality of life ideas. You've got a lovely game so far, thanks for sharing it with all of us!
(P.S.) Oh I nearly forgot! Sen seems to gradually lower throughout the playthrough. It must be very incremental, since he maybe halved in altitude over the course of 11 hours, which was when I finally noticed. I'm afraid I don't have much more info than that.
Huh, there must be a rounding issue with Sen's floating animation, that's funny. You're definitely right about the energy consumption numbers for the teleporters and the radio tower, I meant the put those in but I guess I just forgot. A wave timer might not be a bad idea either, I'll have to think of ways it could be incorporated into the UI. I want to keep the rest of the screen relatively clean, so I'm a bit opposed to adding more health bars and damage numbers, but putting that info in the build menu might help to compare relative values at least, I'd be willing to consider that.
Rather curious, as a general consensus, what is everyone's general methodology for going about setting up a manageable base?
For me, it's to go past the overhang, close enough where I can still get to the caves in a hurry, but far enough where I don't have to deal with getting ganged up on by the slimes. Especially since the left slime nest is like, 5-8 tiles away from the cave if you manage to get up there.
I then set up a metal mining job and energy generation so I can start mining crystals. Fun fact, you can mine crystals faster than the tier 1 and 2 mining machines so it saves resources and time. Not to mention it also means less buildings for the slimes.
I spend most of the time generating resources here, getting some upgrades and slowly pinching my way to the steam turbine. Then, that's when the real fun begins. Once I get the hab wall, it's wind turbines for days. In conjunction with the accumulator, it solves energy gathering pretty well for charging up crew members.
Though that forced me to have to make a freight elevator as it is the only thing that can carry the pilot and I am unable to to go to the ground. Due to there being less energy.
I then use hab walls to work my way to the overhang's top, the untouchable zone. The amount of effort to get here is kinda rewarding but at the same time not really. Due to how the wind turbines work, they count how many platforms are stacked under them, not the height layer of the map they are on. Therefore any turbines on top of the overhang don't gain the energy scaling which makes them better than most generators.
From there I feel like it would be smooth sailing if I did a run.
I kinda did the same thing, but I didn't bother with the freight elevator. I kinda just used the normal elevator to go up and fell offthe building to get to everything else I use that energy for.
Usually just for research and upgrades tbh. No reason to take that much energy up an elevator that way.
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Just noticed a bug that happened, While I was paused and a floating slime was near me... the slime just started to... go through the ground? Though it's position would be... mostly corrected after this happens
Hey! Just got done with the game so far (v9.2). Overall a solid expansion of the first game! You seem well aware of the odd difficulty curve, which is about the only major issue I can see with the game so far. The characters, the dialogue, the art, and ESPECIALLY the sound design (the suit creaking is probably the best thing I didn't know I needed) are fantastic, as far I'm concerned. Really looking forward to playing the full release.
I could see an attack timer (or maybe a building or suit upgrade that gives you one) being a great addition, since I found myself waiting around for the next wave before starting any serious expansion projects. That and maybe more indication of things stats. Health bars for the slimes? Posted numbers for the attack power of defenses and the drone? Having energy consumption added to the description of every applicable building would be good, too, like the radio tower and teleporters. Just quality of life ideas. You've got a lovely game so far, thanks for sharing it with all of us!
(P.S.) Oh I nearly forgot! Sen seems to gradually lower throughout the playthrough. It must be very incremental, since he maybe halved in altitude over the course of 11 hours, which was when I finally noticed. I'm afraid I don't have much more info than that.
Huh, there must be a rounding issue with Sen's floating animation, that's funny. You're definitely right about the energy consumption numbers for the teleporters and the radio tower, I meant the put those in but I guess I just forgot. A wave timer might not be a bad idea either, I'll have to think of ways it could be incorporated into the UI. I want to keep the rest of the screen relatively clean, so I'm a bit opposed to adding more health bars and damage numbers, but putting that info in the build menu might help to compare relative values at least, I'd be willing to consider that.
Rather curious, as a general consensus, what is everyone's general methodology for going about setting up a manageable base?
For me, it's to go past the overhang, close enough where I can still get to the caves in a hurry, but far enough where I don't have to deal with getting ganged up on by the slimes. Especially since the left slime nest is like, 5-8 tiles away from the cave if you manage to get up there.
I then set up a metal mining job and energy generation so I can start mining crystals. Fun fact, you can mine crystals faster than the tier 1 and 2 mining machines so it saves resources and time. Not to mention it also means less buildings for the slimes.
I spend most of the time generating resources here, getting some upgrades and slowly pinching my way to the steam turbine. Then, that's when the real fun begins. Once I get the hab wall, it's wind turbines for days. In conjunction with the accumulator, it solves energy gathering pretty well for charging up crew members.
Though that forced me to have to make a freight elevator as it is the only thing that can carry the pilot and I am unable to to go to the ground. Due to there being less energy.
I then use hab walls to work my way to the overhang's top, the untouchable zone. The amount of effort to get here is kinda rewarding but at the same time not really. Due to how the wind turbines work, they count how many platforms are stacked under them, not the height layer of the map they are on. Therefore any turbines on top of the overhang don't gain the energy scaling which makes them better than most generators.
From there I feel like it would be smooth sailing if I did a run.
I kinda did the same thing, but I didn't bother with the freight elevator. I kinda just used the normal elevator to go up and fell offthe building to get to everything else I use that energy for.
Usually just for research and upgrades tbh. No reason to take that much energy up an elevator that way.
Usually for me it's not so much as taking that much energy up an elevator, it's usually down an elevator that I try to do it.