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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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!