As long as it's a thought, and yeah bi-weekly updates sounds fine
If it's just on the maybe list then as I said, can always overlook this one particular 'feature' until there's an opportunity to contemplate it more - it's useful and not really game breaking
PJOZeus
Recent community posts
Only just noticed this.. creative feature, got pointed out (yes I knew of it)
If you are going to get rid of it i'd suggest again to consider a collecting whilst full mechanic
It felt annoying enough to do that people wouldn't try to farm it (not casually at least) but it was also a really really useful tool if you were like 0.02 units away from being able to harvest and consume another resource without some other action to queue (used it a fair bit, to top up water as much as possible before setting out- and with the collection times being so fast anyway it was not worthwhile to farm xp from it)
When there's no leaderboard and if it breaks anything it would only be breaking for themselves, I think it's definitely something that could be.. accidentally overlooked, if there won't be a different mechanic to fill the hole
Alternate fixes would probably be too complex to be worth the dev time for now
Thought I should say something before it gets patched and makes it all *even* harder without purpose
Ignoring any comments about power scaling, can't load the game again after refreshing - at all
Was perhaps a little too passive (and momentarily misunderstood a mechanic), reloaded the page looking to restart from the top, and just doesn't load at all now, completely blank screen - no clicking no fullscreen (as in nothing there when fullscreened) no audio or display or anything
Was ok until that
But you can construct any other building without a civilian being underneath? Which would suggest it's a global production bonus not 'only when a person is there' surely? Fair enough though (*Work completely stopped, not slowed, stopped - for any building)
Essence claimers capped out for me at like 250 ish or maybe it was 150 ish, no matter how many people it didn't go higher than that, and once the attractor runs out (but all the people are still on the collectors for that fraction of a second), income sharply spikes up as they dissipate - Few hundred under the attractor, then almost a thousand a tick once it wears off and slowly trickling down as people spread out
(So yes it extracts, but it does not extract as much as it should, or like any building caps out a certain point despite what is shown)
In general it sounds like some really good changes have been made since making the last comment, it's appreciated and hope development of whatever projects you work on continues in a good direction as it is now, respectable
Lastly though, while v2 does feel like there's been slightly more time on it, I can't say it feels more finished - it certainly has a wider scope, but v1 was short and sweet and it did everything that was expected of it. Finished as it was - Maybe a larger target for the next game you work on, but it definitely didn't feel half baked
Good luck with your future work
Especially with the idea of improving and learning on the next run, I actually think babying people throughout the intro would be a downgrade and something which takes away from the experience to a quite notable degree
Resuming progress shows itself if you try, X and queue is pretty evident too
It's just a case of not wanting to look at it and learn, shouldn't take it to heart much
The UI badly badly needs to be recentred, it's physically painful to look at, just have the upgrades overlapping from the edges of the screen inwards
UI is overlapping, upgrade panel covers descriptions and the monolith description now goes off the side of the page and cannot be read
Don't think it should automatically switch when a building finishes as you can be about to buy one building and then end up purchasing something else like repellent
I appreciate the effort with this but it sort of took away the simplicity that was it's charm (and the minor issue of duplicate names on the leaderboard)
*Tick speed also doesn't seem to properly work when using powerups, it's like things only start working after the powerup has ended, namely money- and if you overstack forge then it doesnt go at full speed (construction can even *completely* stop), fertility a little too but not as bad
Wonder how far you can make it in the rover without needing to put on the emergency suit - eva to artifact with no oxygen suit?), even without smuggled small water bottles
Possibly an idea to decrease oxygen storage when no longer in the building
Patiently awaiting future development and to absolutely gut any sort of intended balancing
Oh, and you can't start a new loop (maybe either button) when you reach the second base, but it's end of content anyway for now
Badly needs a re-size for pc, can be a pain to read sometimes as well
Almost pointless looking at the surf tab with how quickly it flies by
Background play would be good due to how long you spend sitting around (no point staying tabbed in during that) and would be nice if when you go to a different menu (such as skills) it stayed on what you had it on - want to be looking at the skills themselves, not the surf level
Loads very strangely in search history (a pain to try go back to the main page) but that's minor
Aside from no audio and those other things, it's a fairly decent game so far, nice concept, needs work
The 'crash' just happened during normal gameplay, everything stopped, calendar is the only trigger I could imagine as I wasn't doing anything too fancy
Reloading just reloads it to that frozen, uninteractable state, no moment of working - baked into the savestate (but also no error message popup or closing the game- maybe that's just engine differences, wouldn't know)
*Might've been coincidentally fixed in the latest version? Don't seem to be having the issue persisting at a glance
This is going to be a long post.
First playthrough was actually really fun and I'd happily see more - although the fact that your water supply would be limited should've been made more apparent sooner (in that you can't fix it), or the option to siphon a pouch into a bottle for storage
Initially didn't like the rebirth and replaying the same starting segment (although did get curious about powerlevelling the destruction trait)
Worth noting the exploration trait is far lower on the second run, and it's unclear exactly what the blue bars and their length mean aside from you progress quicker
As others have said, the skip derelict rover check doesn't disappear when you visit it
The 'Destroy main door' check should be shown to you to know it's an option even if you turn power on before examining the door (First run)
Inventory/tasks could be a predetermined order (organising) rather than as you discover them, as well as ideally renewable sources of materials should be prioritised in consumption over finite ones (Water pouch being drunk before small water bottle -suspect it's just an order problem but it's a pain in the arse for the rover trip)
Would appreciate mention of any other cryopods in either initial exploration or a second check over when your life isn't hanging in the balance, to ensure you aren't damning anyone else you're leaving behind (or hey maybe you already have some other plans for that already)
Being able to harvest a resource when full to top off your metres would be good (otherwise cancelling when a full inventory is still fine- like an additional prompt to harvest despite full although I acknowledge this could be exploited regarding levels)
And a prompt that "Doing this will disable other actions" would be good too, even if you want mistakes and death to be a core gameplay element (by the way- two fullscreen buttons on the browser version)
Ultimately, definitely want to see more development and anticipating where this could go, certainly wouldn't mind being a guinea pig, keep up the good work, hope to see it on the front page of Itch in time
From what point are you imagining roguelike? First booting up the game or from the start of each campaign? -Not knowing from which point you're intending, I'd say Roguelite would be better simply just to overcome ui or engine quirks (micro isn't that reliable)
I'm unsure how large you intend this title to be, but you could develop the hub economy (workers or a fleshed out town- even if it were instead of most mission rewards), as well as perhaps a variety of mission types - from open field, to assaulting a castle, or maybe even defending your own lands (lots of enemies, possibly hold control points to summon some extra units yourself) - maybe even just a longer map to simulate a few missions of a campaign on a single battlefield
Have you considered terrain elevation? hindering line of sight or making archers less accurate if shooting uphill? - maybe a central hill on some maps that makes it good to rush forward and claim a position (more ideas but too complex for now)
A little trick starcraft uses which might do you good here too - they vary unit attack times by like 0.05 seconds or so, so that if everyone begins firing at the same unit, they're not really weaker or random, but the attacks slowly becomes staggered (which then helps with overkill as well which I found to be an issue later on)
Some factions of enemies would be nice, a little more developed storyline, an antagonist perhaps (vocal enemy, maybe a diplomat in your village between missions harassing your king), just some more personality
Think i've rambled enough, hope it helps in some way and good luck with development
Audio sliders and a pure tank unit
Pretty simple to beat- few at arms units, few anti armour crossbows, fill all the rest with longbows, and you win - just a tad of pull bad micro and focus fire
Also maybe an attack (as you) move command or ctrl click to select all of a unit type like double click
Shift click queue didn't always seem to work, particularly when saying to attack all of a type - double click one group of enemies, then shift double click another, and most of the time they targeted the second group, not the first
It's nice to be able to customise the order of units (even if a little unintuitive), but personally think Melee units should always be put in front of ranged units - it's just near impossible to get melee through them, they don't push out of the way easily, if a unit is stopped, that's pretty much where it's staying
Lastly, cavalry is a bit too easy to abuse, send one unit forward and pull back- the cavalry if in front splits apart from the rest of their units and it's a free level - should maybe be tied to the other (enemy) units more