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(+1)(-1)

I feel like the slimes in the west need to be removed or at least spawned way less often. They always gather in hordes and completely destroy whatever you make here.

Will difficulty ever be added like the last game? :crying:

(+3)

Eventually yes, I want to get the enemy balance nailed down before giving people the option to just turn them off.

(+1)

ok thx for replying!

(-16)

If you want you can add me in there

I would so love it

(+11)

I'm going to give you some advice. Asking complete strangers to do hours of work for you for free completely unprompted is pretty rude. And yes, saying "I would love it if you did this" does count as asking.

(+2)

JUST MAKE THAT YOURSELF ONCE THE FEATURE TO MAKE YOUR OWN SPRITES BECOMESA THING DUDE!! :crying: :crying:

(1 edit) (+3)

jesus christ not this dude,  genuinely do not interact with this dude at all, delete the comment and block him if you can. tl;dr  he's a freak that needs to be locked up if the roblox vore avatar wasn't obvious by it and has been an issue in multiple communities lol

(+2)

Fun fact did you know if you're fatter than this dude in anything ever he'll have a complete mental breakdown

(+2)

Made an account to air out my only greivance with this game: Slimes spawn too many of certain types.

For example: I had a setup that got DESTROYED by the horde of 10-20 brown, grey and green slimes that spawned from both spawners. I had to rebuild (which was easier done than said, as I had Pilot as basically build insurance) but still. Too. Many. Slimes! :shaking: Is this a bug or something, or is it a result of enemy balance being strange? I basically had teir III turrets but that didn't even scratch the slime hordes much...

(+1)

Alright, I've got a few questions that'll factor into balance changes.

What tier walls did you have?

How often would you say you had to check on/health your defenses?

Did you have any of the other two types of defensive building, or just turrets? If yes how effective were they?

Were your defenses built close to the edge of a cliff?

(1 edit) (+1)

1. Energy walls

2. fairy often, so they wouldn't go kaboom from practically lag-spiking times before slimes spawned more

3. I had teir 3 lazer turrets spaced with power supplies between them and some energy walls, even with the better damage dealers, but they barely can kill a single brown/red/purple slime without aid from my drone (I main Dax but I doubt that should matter for this.)

4. no, but I did have a two-miner set up by a slime nest with defenses that worked until enough slimes to entirely destroy all the stuff I had there spawned. also, it takes what feels like HOURS to kill a spawn of red slimes with the drones. (even with lazer turrets, I am taking around 5 minutes or so with my max-level done to kill those red slimes. at least my lazer turrets kill the adds that all those red slimes stacked onto eachother spew.)

also, sorry for replying later than I should have. ;-;

(+3)

Big fan of the game, I was just wondering if you were planning on adding a "tourist" mode like in the first game, for those that want to play around with the base building and game mechanics without having to worry about the slimes.

(+4)

Eventually yes, I want to get the enemy balance nailed down before giving people the option to just turn them off.

(4 edits) (+4)

can we get something to improve the effectiveness of structures without having to outright replace them with the better version (though these upgrades can be applied to the higher level structures as well), there could be a general durability upgrade for all structures, energy production boost and transfer range increase for the generators, a sort of "thorns" upgrade for the barricades, energy efficiency upgrades for the miners and defence turrets, range and damage upgrades for the turrets, etc.

 also can we get a repair pulsar thingy which repairs things for us?

(+2)

i have a couple of questions..


  • Will you be doing a graphics overhaul for the first Spacethumper? (I kind of wanna see the first game get more updates from you.)
  • (This is a suggestion) Can you add a way to eat the slimes? (i wanna eat the slimes like dax said lol.)
  • Are you planning on adding Multiplayer into the game? (multiplayer fatty games are the best tbh.)
  • When will we be able to Mod the game? (i assume when the 1.0.0 version comes out.)
  • (unrelated to the game.) What is The fat dinosaur type-creature in your pfp? (i just wanna know.)
  • Are you planning on adding any sort of new characters at this point? (i really wanna know.)
(+4)
  • Spacethumper 1 is finalized, unless there's some glaring bug that comes up (which I imagine someone would have found by now) I'm going to keep it as-is.
  • As much as I know a lot of people want slime inflation to be a mechanic, it's just not what I had in mind for the game mechanics or story-wise.
  • Multi-player is far beyond what I can code at this point, I don't even know where I would start for that. I would definitely have to have in mind from the beginning of the game since there's a ton of stuff relying on there only being one player and viewpoint.
  • Sprite mods will definitely be incorporated by 1.0, but might be done sooner if I can figure out a good way to open folders from within the game to prevent the confusion some people have of where their app data folder is.
  • The alien dinosaur thing is my sona! I don't draw them much these days but I did do one sequence with them a while ago and that's where the profile pic is from.
  • More characters are not happening at this stage, I like the dynamic the current four have and I really want to make sure I don't keep adding stuff that isn't already on my list of things to complete the game. Gotta get that version 1.0 out sooner than later!

Sorry most of the answers boiled down to "no", I'm happy you're taking this much interest in the game!

(1 edit) (+3)

can we get a way to destroy or otherwise permanently subdue the slime nests? maybe a trap/net that blocks all but the smallest (gray) slimes?

(+2)(-1)

I think being able to block off nearly all enemies would end up destroying the balance of the game, especially if it was something you could unlock and just apply to the spawners in quick succession. I might be able to work with something you're limited to one of per map that allows you to completely block enemies to let you build around one area safely. Figuring out what setup will let you neutralize nests with defensive structures was always my intent though.

(+3)

Can you make a power prioritization toggle on solar panels, turbines, etc? I would like the ability to choose 'Prioritize left/right' and 'ignore left/right'. My laser turrets for instance cannot work because the mining drill is taking too much power; not a train smash but the flexibility would be nice.

Regardless, thanks for making the game. It is a lot of fun.

(1 edit) (+2)

I can look into it but probably not, I kinda want to just leave the whole power linking code mess alone.

Fair enough.

(+1)

can you make it so if a reactor's energy output isn't beng utilized (I.E. you or a mine that is currently active) it consumes crystals at a greatly reduced rate (roughly 1/10th the normal rate)?

(+1)

That might be able to work and stay balanced. I'll look into it.

(+1)

Auto miner 1 is the only miner that affected by the "crystal collection" research. I think that's intentional but not completely sure on that...

(1 edit)

Is there a map of the underground cave? because I have no idea where I'm going

(+1)

No map, but the only places you need to go are top right and bottom left.

underground cave?

How do I use the teleporters? 

(+1)

You need both a teleporter and a teleporter hub built and powered, once you do right clicking the teleporter opens the menu to teleport.

(+1)

thank you

bug report, when falling into the cave as the previous game's MC at max size the game crashes with this message

___________________________________________

############################################################################################

ERROR in

action number 1

of Draw Event

for object mng_event:

Unable to find instance for object index 54

at gml_Script_create_textbox

############################################################################################

gml_Script_create_textbox (line -1)

gml_Object_mng_event_Draw_75

nvm happened with the new girl too, might be because I'm using an old save . . . .

i have a bug where i cannot access any sort of menu with the interact button, talking with other characters? i can do that, it's just the rescearch table, the upgrade, and the auto miner menus aren't popping up.

(+2)

Building menus are opened by right clicking the buildings in this one.

(+1)

can we get difficulty settings which lets us make the slimes more or less aggressive, including making the stronger slimes (like those annoying airdrop ones) spawn sooner, later, or not at all?

(+1)

Difficulty options will eventually be added, but probably not with that level of customization.

(+1)

any plans on more areas other than the cave? what about a mountain area for going up?

(+5)

Most likely no. I want to start polishing up what's already there and figuring out the end of the game, so no more major areas/gameplay changes outside of that.

(+1)(-1)

Will it come to mobile?

(+4)(-1)

No.

(+1)(-1)

lol

(+3)

Could I request a power rework or perhaps a change to hab walls that connect everything in them and above them to a power grid.

(+4)(-1)

Request denied.

(+1)(-1)

Fair enough.

(1 edit)

with all due respect it's too cumbersome to have to put a generator or one of those power siphon things next to everything that needs to be powered (especially a miner that can't have a solar panel next to it), so a proper power transfer system with power lines and power banks would be much appreciated

(+1)

Understandable that it's a little frustrating, but that would require a rework of one of the biggest core mechanics of the game that a lot of stuff it balanced around.

(1 edit)

is a power bank to store energy still manageable? that way we can leave a reactor or two running for a bit without wasting the energy because it's not powering a miner or flowing into us, as well as give miners powered by a reactor a bit of a buffer before they stop working when their reactor dies


That one also isn't going to happen, but more so because it would be a pain to program with how I have the power system set up right now (e.g. poorly), especially for what amounts to a minor buff for one building. Plus the whole "living battery" conceit gets a lot weaker when you can just plonk down regular batteries.

(+1)

Could you maybe have Sen inform the player what the strengths of each character are when you ask about teammates? I can tell the guy's better at mining and the heroine from the last game has higher base energy, but what about the third?

(+2)

They build/repair stuff faster, but an explanation of that would be helpful.

That would be nice, yeah ^^ It might also help if you gave them (nb?) a different-colored drone like you did with Dax.

Will there be a "rebirth" system like in the first game?

(+3)

No, there's too much stuff that relies on being in a certain size range and clicking on stuff would be very annoying with the camera zoomed out, so no prestiging to get bigger this time around.

(+1)

It is more likely we'll have our characters going deeper into the caverns. That, or rebuilding the space ship to be a base of operations where characters can interact or change outfits, even having small conversations too, but we will have to wait until Chubberdy has a clearer vision on how to proceed... 

As well as suffer trying to make the saves compatible with each update. 

Best of luck to you!

Just beat the caves. that was tough, not gonna lie. Glad I did it though. In the full release, what will happen afterward? Will we unlock more upgrades or even a new area? I'm excited to find out.

(+5)

Probably no new areas, right now the game is already pretty finicky with the transitions as it is and I don't want to introduce more issues without re-coding a bunch of stuff. I do have some ideas for upgrades though, and reworking the display for those to allow for new ones wouldn't be as intensive.

Sounds good! I’m excited to see where this goes.

(1 edit)

Didn't know what you meant, but then I found them myself. Tricky!!

how were you able to beat it?

Yeah... Update didn't fix the cave crash...

Keep getting


############################################################################################

ERROR in

action number 1

of Draw Event

for object par_enemy:

Variable par_enemy.current_sprite(100249, -2147483648) not set before reading it.

at gml_Object_par_enemy_Draw_0

############################################################################################

gml_Object_par_enemy_Draw_0 (line -1)

Is this from a save file from a previous version or is it a fresh save? I think I might know what the issue is but it depends on the oldest version the game was saved in.

I keep getting an error when I try to enter the cave on the left of the surface, and have not noticed any shaking.  Here's  the error

___________________________________________

############################################################################################

ERROR in

action number 1

of Draw Event

for object par_enemy:

Variable par_enemy.current_sprite(100249, -2147483648) not set before reading it.

at gml_Object_par_enemy_Draw_0

############################################################################################

gml_Object_par_enemy_Draw_0 (line -1)

(+1)

in 7.3 you are not capable of entering the cave on the left at the star

yea this 

___________________________________________

############################################################################################

ERROR in

action number 1

of  Step Event0

for object mng_event:

Unable to find instance for object index 29

at gml_Script_create_textbox

############################################################################################

gml_Script_create_textbox (line -1)

gml_Object_mng_event_Step_0

(+1)

I'm honestly thinking to myself: What if the metal floor broke after the cave floor did? Honestly, as hilarious as it might be to have the floor cave in further, of course, the balancing for now, and the ideas for what should proceed after what comes after escaping the cave should be thought through.

(+1)

there is a lot of problems with the slimes in the second area i got softlocked so badly from one slime nest that was out of reach that i didnt know about that decided to rain and army of slimes and ruin the entire structure i built and flooded the lowest level with slimes as more slimes keep spawning making it impossible to get anywhere or build an elevator out

(+1)

Just finished the entire game and it's really fun! Only bug I encountered was that entering the second area as the green lady crashed my game, but I didn't lost too much progress. 

(+3)

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.)

You can also stuck when building the elevator and it's not powered.

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

(+1)

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.

(+1)

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.

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