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JurasTW

207
Posts
2
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5
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A member registered Mar 11, 2019

Recent community posts

Ahaaa, made you make an update! Had the same issue, been playing for 4 hours, hoped that numbers would work but tapping 6 did nothing. happy its fixed.

But the game is actually very fun and plays great. Gj.

14, 46, 85

pretty fun~ gj

All was cool before the boss. The trail it leaves can shave 30 sec instantly, and since its stops at the edge with the trail hitbox lingering for a while my battles last 5 seconds.

Overall great quality but the boss battle is frustrating and meh.

Secret on lvl 3 and all levels from 5 are way to vague. Like, the sudoku secret should seem obvious with the red -1 but no clue. On the third level i got to the 0 level with reaching the exit with 0, but no clue what it meant or if there's a solution. I thought i had the 78[x]62,46,38 solution too, stepping on with 70 but that didn't work and it was tedious enough to get there. The 6 battery in the corner level the solution seems to be related with the recycle battery sign but since i didnt figure it out the first time...


Anyway. The game itself is well made, but way too cryptic for the simple folks. Since when i need to be good at videogames. XD

Lost a lot on fake wrong date. Figuted out that i was probably grabbing outside printing dates, but still quite figure it out. Didn't notice any peeling to be a give for that. A fun concept non the less, wish there was a no time limit mode, i fold under 0 pressure.

Fun concept. I imagine its impossible to balance the difficulty. But its nice.

Controls are a tad scuffed, but the game itself is fun and didn't overstay its welcome.gg Gj

Cleared the first floor with no problem. Seems fun. Jump down. Immediately met with two dark dwarfs that spray me with some booze and light me on fire 5 times. 9/10, would drink with gnomes again.

Not bad. Could use a highlight, if i have a hopper selected i want to see which machines aren't connected. The wires don't really make it visible. Curious to see more.

Ok there's a little bit of fun to be had. Give me a way to spend my 45,000,000,000,000,000 coins, because the "buy ball" icon is off screen now.

The game screenshots are a tad decieving since there are like 10 balls on minute 1 with no prestiege. Not representitive of actual gameplay.

Got bored after 20 minutes, and since the game is kinda graphics intensive i considered just closing it. i wondered if i'm missing some upgrades or something and wondered if there are hotkeys because the balls amimg was getting tedious for it to work throught the third area.

Then i pressed. U.. and 3... and game became much more interesting. XD

Still, a good concept but unbalanced because of the ball aiming cooldown theres nothing really to do consistently. Nive try.

Huh. Weird. Once i got to 1090% demand and system got nail and iron bottlenecked both ying and yang started counting up together every other second. I guess there's some sort of "z-fighting" shenanigans going on with the yingyang math once you're in that state, only proving that this whole mechanic is sorta way up there. It can't be the intended math... but who knows!

If you turn off nailbreakers and you starve nailmakers for a few seconds and they drop to 0, you can turn on breakers and the makers still see and show 0, untill you kickstart the math with "buy 100g iron"

Overall this plays like a creepypasta, but there's nothing else behind it. You really should add some intentional glitches, like factories and makers turning off once every 10 minutes and sell the solution to that as well, and cryptids to this and make a new legend.

Its not bad, but for what its trying to be with the inspiration, you might want to read some psychological horrors and draw from that. The paperclip game actually became real once the music started playing.

Tao production heavily dependant on extraction map, and since you get bigger and bigger maps that take longer to empty, the window where you effectively can farm Yang statistically can never come. I got lucky with 1 iron deposit map that gave me the first tao but does not look like there's a reliable way to catch that. Which seems a bit weird

of course yoy can just turn off the breakers in tuning. But could be a "focus copper" instead, giving a better controlled window. Dunno.

And as said, there isn't a lot going on here.

Solid good game. Got stuck thinking inside the box in rocket but the rest seemed a bit too easy even  21:42 2184 moves

Love it, thank you!

Demo kinda ends on just informational upgrades, but game seems interesting enough. Chill enough that makes me actually kinda want to try it out. Good game.

Its good, but way too fast. Got to 181 score but just couldn't align the sevens because of all the fours on the screens, crashing into my long tail. Would be ok if just collecting but the sokoban aspect really gives little wiggleroom to react. Would love a mode without the automatic forward movement, or lowering it to 0.25

Skill tree readability is kinda hard. A fade would be better, but maybe changing the colour of the markers themselves to be more backgroundish or transparent and just play with the frame? And a green frame on available upgrades, since yellow is on prestiege upgrades, though i think those should be "unavailable"/"disabled" color like the maxed out upgrades.

Prestiege is the name of the mechanic, sure, but i'd name it something more lore-friendly, like development points or something. Its mostly associated with "this character is retirering, but the next generation will have an easier time starting over" but in this game i believe its implied that were're keeping some stuff and moving to a deeper level of the mine where we need to "develop" it again from scratch.

Prestieging felt a little weird, because it sorta just became fun and the money is good, and now i need to start over WITH HARDER BLOCKS, going from from grind to fun gameplay to even bigger grind, so it feels like a random invisible wall that was placed to stretch the gameplay. Tying it into the lore of the game would be a little more pleasant. The second upgrades saying "we need a material from a deeper layer of the mine" would make it a little more palatable. That might interfere weirdly that we go to sulfur mine but we already had sulfur blocks, so maybe just hint that "the sulfur is more pure here". The mood of the game matters a lot and right now its not super emmersive with the repeated unskippable animations. Even the magnet does not really save time, it still waits for the bomb count to deplete before activating, so you're better of just flicking the mouse over the loot rather than wait for the magnet. Personally collecting the loot was a little bit tedious, since its only followed by the mine entering animation.

I think multiple expeditions can be an upgrade. A cheap one but you need to find it and unlock it neverthe less. I didn't even notice the the multiple expeditions till i was searching for the prestiege. It should also skip the animation and make it a tiny bit faster, and also maybe consequent mines should give a little multi for the trouble. I'd also maybe prefer for the bomb amount to not reset on multirun, maybe making a price for every run in multirun, making it more difficult, but rewarding the player for knowing how far they can go with their gearset. (Example i pick 5 multirun, 8 bombs. My 3 level goes bad, so i have to spend more bombs on lvl 4, leaving me with two regular bombs for lvl 5, which i payed a flat 200 per multi to run, it was enough to break a few dirt blocks with the raised damage, but they are X3 priced on lvl 5, so i broke even with this, and considering i finished lvl 4 with X2,2 this was a great run, but maybe i'll run multi4 next time untill i can consistently clear lvl4)

Bomb range kinda weird. I throw it at a 2x2 corner and the damage isn't consistent and its not communicated well what went wrong. Its especally annoying when you throw three bombs in the middle of 3x1 and you don't damage the edges. The reticule seems to represent the explosion size, but its annoyingly inconsistent. I'd rather have it smaller but true, or at least add a dot of "assured destruction" and an outer radius to show if its some sort of decreasing chance so i wouldn't be confused-mad but just mad.

Over all. Lots of potential, but quality of life features would go a long way here. Graphics are beautiful, 10/10, Gameplay is 7/10, skilltree needs visual overhaul and a button to go to the mines straight from it.

Awww! No autosave... i reached the seller, but was too tired to re-optimise and closed the window out of habit...

Grind is not optional since the drill is a bit too pricey.

But i love it. Hope to see much more! 10/10 realy scratches my itch in a good way.

A nice gambling game. Demo's kinda short though, showing 4 upgrades. The prestiege seemed to have fun upgrades? But you can't prestiege for the 4 time, you're kinda softlocked from exploring the prestiege tree further in the demon sitting on 84 gems, if i don't want to grind the first level before first prestiege for hours.

You gave a sip, but i didn't really get a good taste outside the grind.

But its good, 8/10, curious to see the teased hole mechanics.

I love it. The books are distinc enought that i actually didn't want to use bots, but eventually the other spells got too expensive to upgrade.

i'd say this is something you might want to explore for balance. If i want to focus on sorting things myself and not use bots then i might want other upgrades to be better.


The ui was in the way a few times, particularly the "books in hands" because the sorting goes there exacly and i can't even reach the bottom books, so had to wait for bots to fetch them in the end of the game. Made it in 118 mins while doing some work in paralell.

It was a tiny bit too easy. Maybe flip some books in the other dirrection or maybe even backwards so one has to flip them right before even seeing what book that is. And of course moooore books. I love that some are kinda vague, like songs of kings being poetry, maybe play into that even more.

Couldn't access music volume in game, needed to quit to main menu.

Over all lovely. I think i'd love to play that more.

Seems like a fun game, but stats becoming more expensive makes no sense, especially since theres a lot of information that you have no use for unless you compare against other stats.

i think stats should be a static price, or ar least leave the stats available on that character. I glanced at him, put him away, i gained nothing since i didn't write down his info and i have two bard like white haired dudes on my team i don't know which is which.


Needs a lot of work to fix it, at the moment its just bruteforce it with enough loss upgrades.

Cute tiny game.

only got to explore colour mechaincs a bit as i speedran and didn't even notice the coals as they blended in

WHO OWNS THIS MANY WASHING MACHINES.

Adorable little game. Would burn more.

The quality is good.

Feels a little "on the rails" though, just 'click the upgrades as they become available' since there are no micromanaging involved, just keep runs running until you you can afford an ugrade.


At section 9 all the death and shooting and fighting sound become super choppy.

If future gameplay will stay like that i'd say "i've seen enough of this game to know where this is going". Not super interesting. 

Allowing to suggest the army a dirrection to hold or a mechanic to make them get into a formation, like close for swarms, injured to the back, and spread out fo aoe big enemies would be fun and allow to funnel enemies towards a more uniform warriors with the low hp boosts.

Good game but the sound needs fixing.

Don't like it. I generally don't enjoy puzzle games too much.

This in particular above lvl 8 i always get 50-50 squares with 2 bombs and 2 2 value and i always choose wrong.

Took me about 10 minutes to figure out how to approach the game. Had a bit of a minesweeper mindset and tried to figure out if numbers relate to the bombs being nearby.

Also would help me in particular to stay ingaged if already uncovered numbers would be deducted from total numbers on the sides. I look at a 7 line, then look at a 6 line, with 2 uncovered. I choose 7 line not realising that i already opened 1, 3 on it, so its more of a 3 vs 4. I know some people prefer this style, but at least optional would help adhd people make a decision. Else i need to pull out pen and paper to figure out new probabilities each flip. Same with autoflipping 0 bomb lines. Or doubleckicking them, like the cells? Just QOL that would allow to focus on the task. In a simple yet engaging game lile this such tiny things really can make a lot of impact on player retention.

With that i of course made some flawed marking, flawed math and of course end up with a board full of [●, 1] when there clearly needs to be a 2 somewhere. Clicking the corner of the board to wipe all the markings would be great.

'Next' after clearing maybe should be immediately available to skip animation.

I like that levels are forgiving and don't send me down right away, cuz i'm making a lot of mistakes as i get distracted and have to zone in all again 

Other than that. The visuals and sound are solid. Good game. I can imagine returning to it a lot. 9/10

Love it. Hard but forgiving. Impassable enemies that you can accidentally trigger but are easily avoided. Feeling that enemies are too hard made me realise i missed a cave with some resources at the start.

i had a few issues with pathfinding, mostly in dead end heart caves. Realising my harvesters haven't moved an inch. To help me clear out the black holes for me to place a lantern.

But other than that, a great balance and cool trashy concept. Love it and hope to see more.

Cozy game. The sails are a bit confusing, i was waiting for raider ships to arrive and steal all my fishes. Its a tad short, few fish, specific upgrades and you're off.

Catchung 10 fishes but having 2 spaces deletes 8 fishes from the pool. But generally nothing annoying and didn't overstay its welcome.

Maybe could use some enviromental decorations, like little boats moving from one city to the other to help with orientation and give something to dodge durring sailing. Lovely graphics. 8/10 because end gameplay didn't change much from beginning and the profitable fish has one spot at the top of the map where it does not make a difference unless you already know you need 100k to finish.

Its more of a cruise control rather than automatic fishing. I confused that, but it aint that bad.

Got to sand and you don't actually get twigs currency anymore so you're kinda softlocked. There's a weird "coming back for it" state of game if you're completely out of twig for an upgrade but it can't be automated to farm.

also the upgrades are super slow, taking like 2 seconds per click and freezing the game.

No game save so lost hours of progress during 2 of the freezes.

I'd say the core gameplay is a bit boring, you should add something to the nest, but overall not bad work but the twig resource issue is super annoying.

Yep. If enemy strenght is bigger then you get "too strong" message and it does give the "colony spent" error, but if you have enough upgrades you can idle your dead ant for money. love it

I don't like the balance at all. 20m clown value upgrade gives you 18k while 20m soldier upgrade gives 107k.

The prestiege upgrades are fun but they don't really add any quality of life to the gameplay. I lamost feel how my pc will slow down from the amount of objects on the screen if i keep buying units that are not profitable and i can't get rid of.


After presiege you're better of just saving up for the knight and milk them with the thief and be done with the game.


Over all- cute game and works good, but does smell like it does not bring anything original in.

Awww, love the ending!

nice and cozy incremental. Good job!

(1 edit)

Been playing the steam version.

Biggest issue i noticed is tripple yield on crafting. I worked for artisanry a lot to get to 11% but watching the game for 15 minutes i didn't get a single tripple yield. Check the code if its implemented.

Oh nevermind it just does not give the notification amount right, but now i started noticing that both material save and tripple yield give enough, just that the numbers were so big that it kinda slipped.

Balance is still weird. Worst part for me is production, you can't idle it but it takes a silly amount of time. I think all crafting, aside from armor maybe, should be faster and bigger batches. Biggest offender is cooking. You need yo spend x amount catching bugs to spend x amount catching fish, to spend y amount to fillet the fish to then x amount to cook the fillet only to then x amount again to make ginger fillets that will last you 2 minutes of 12%xp. By the time you make a substantial amount of fillets you're max level at all the skills basically.

Same issue with charms. I was way into 30lvl by the time i got the related charms from cashes, so the mining and woodcutting charm only gives depletion rate which isn't exactly an issue if you do the tasks.

The meadow familiarity xp is better now, achieavble in one day. You basically get to level 8 in a few minutes on all skills now but that won't be an issue if the maxlevel is raised.

Task are stopping me from mostly ignoring combat till i get gold armor, but you can do the fox tasks with copper armor and continue to gold.


Waiting for more contents!

Main quest dificulty kinda skyrocketed at 15 cave skellies. Meadow familiarity isn't a hard grind, but it completely stalls the progress towards potions that are making life only marginally better. At 22 foraging and 55 meadow lvl i'm forced to collect dandelions 1 xp at a time , about 15 mins a level, just to start collecting ginger to make the future grind may be 8% less unbearable. Tripple  yield should affect meadow familiarity too in my opinion.

Fishing bugcatching relation is a good idea, but you should get more bugs per operation. I got all my fish by idling shore crates  to max out Nayo and i probably aint touching fishing cuz thats just a pure timesink.

The "strong against" modifiers seems like a good idea... but all i get is against against giants, againts mythicals, against shadows, against dragons... i haven't seen them in the roster? Or is it a translation error?

The max level 30 cap is a bit weird too, you'd assume working towards all the xp pets and skills and stuff would pave a way for getting more and more mastery.

Upgrades are RL money type expensive. Like, by the time you have 15k to spend on a 2% efficiency increase you probably maxed out all the skills at this moment.

Hunting and tailoring are underused.  Maybe make me make leather armor for all the girls for another passive? Nayo is the only one who has a remotely cross-skill skill of them all giving some stuff from some other stuff.

Right now the best strat would be leave your pc idling dandelions for a night before anything else because really the alchemy only starts properly once you have access to ginger. Then maybe idle scouting. Then maybe hunting because those skills don't give you anything consistent that you would want to micromanage.

Its nice. The 20th levels are where the grind kinda starts. Needs a bit more stuff and more quality of life features like more information about resources and estimated times and results. Open quest dialogues don't update the amounts, having to switch the tab or reopen the dialogue, but nothing gamebreaking

Add more pizzazz and non AI H-scenes for romance and you have yourself a solid $5'000 game. Low key in love with Nayo though same thing with info clarity, not sure how much she affects combat and the active skill triggers kinda mostly miss, ending up shooting out blunt.

Hope to see more stuff! 9/10 needs a bit more love and spice and time in the oven.

You made tetris into a gambling game.

Why?


I never liked tetris, but this is kinda fun. As a person that tends to take risks and shoot for the titular 4lines, i felt like the reward wasn't quite on the same level, feels like the mults could give more since the upgrade costs climbs very steeply while not giving a lot of return.

Also hiding the upgrade tree feels very frustrating in this, since you have to travel through the same 5 colors only to get the same zombie upgrade which is totally pointless.

More mechanics are needed. There's a solid gameplay loop right here but needs actual balance and actual mechanics, intentional and "unintentional" interaction.

Finished the playtest with about 5 lucky tetrises basically. Good but  way too little content right now with bunch of questionmarks.

Upgrade field needs to be draggable

All that work for a somewhat anticlimatic endgame.

i'd say the research facilities make prestiege obsolete, but i kinda like it this way more. I still can't use yellow servers, let alone new green since theyve been scaleing up with all the x2 heat/money upgrades so purple is the steady thing.


Imho research buildings need upgrades too, something weird like overclocking tiles. And of course the only way forward from here would be another currency and another line of upgrades.

I personally feel that liquid cooling is at a dead end. It would have a great spot as a hull buffer but it currently requires too many upgrades to make it work.

Overall once you get over the fact that you need to treat it like a minefield its actually an enjoyable idle game.

Endgame QoL features requied though. I spend a minute to figure out if my heat it climbing or falling with these numbers, trying to finetune the heat to leave RP to idle for the night. Could use an indicator if i'm in the green or red.

Ah, from the creator of the most annoying and confusing idle game "idle os defragger" comes the most confusing and annoyinh minesweeper!

I restarted the game 5 times until i saw a Llorx saying i need to hover the resourse. The top decorations just waste time loading up since a campfire can be a resource or an animal. The bonuses are inconsistent, i get 200 bonus on one click levels and get 24 for actual levels whrte i needed to aim, so i presume the bonus is time based? The less resources you get the more mony you receive?

I placed a flag once by accident.  Couldn't remove it but luckily i had all the resources oüen already.

Max upgraded at first location. The second location is just more of the same not worth the 500 i collected for it. Found the looking glass and potion. I think they should stay between the levels.

Other than that. Has potential but is way too small.

Really fun. I miss these kinds of games, reminds me lego flash games from the good old days.

i skipped a box few levels before and still passed. On the big climb i managed to collect a lot before i ran out of parts. Mostly have trouble on the stacked 6 boxes on the top as i managed to access the top ones but didn' get the rest and the upper right corner loot room as i ran out of parts. Safely brought them down by dropping onto the zipline.

And the big climb just loops to the first level? Was the amount i got enough or...?

A good game but no polishing up the balance and no end screen.

Heartland sends big fat tendrils now.

With 150 max energy this just stockholm syndrome by this point.