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Noah__1302

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A member registered Mar 09, 2020 · View creator page →

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I put out a quick fix (v0.4.3, browser version only). The canvas now keeps hard pixel edges instead of letting the browser smooth it when your 125 % scaling makes the size land between two pixels. I could reproduce the blur on my side (125 % scaling, window or fullscreen), and it went away with this change. Could you reload with Ctrl+F5, check that the menu shows v0.4.3 at the bottom right, and tell me if the picture is sharp now, at the default size and when you enlarge it? If it is still blurry, please run the console line again in that state.

Thanks, that’s a really useful observation. It sounds like the picture is only sharp when the canvas size is an exact multiple of the game’s internal size, and your 125 % screen scaling makes that hard to hit. Could you run this in the browser console (F12) once at the default size and once in fullscreen, and post both results? [devicePixelRatio, innerWidth+'x'+innerHeight, document.querySelector('canvas').width+'x'+document.querySelector('canvas').height].join(' | ') That tells me whether the canvas isn’t updating or the browser is stretching it. I’m working on a fix for the next update.

You're right, thanks for digging into this! I measured it: in stage 6 only about 1 in 8 grains per run still did anything, and grains eaten at full stability were wasted but still made the next ones weaker. In v0.4.0, grains you eat at full stability no longer count toward the falloff, so about 3x as many stay useful in stage 6. The twinkle also fades as the next grain gets less valuable, so you can see what it is worth. The falloff itself stays, it keeps runs from going on forever.

Thanks, both are great points! P to pause is coming in the next update (v0.4.0). Esc keeps working too, and the browser version will also pause when you switch tabs. Exotic grains will twinkle with a small cross, so you can tell them apart from filaments in stage 6.

The update is out! Every stage now has its own twist: meteor showers, orbiting moons, pulsar beams to dodge, exploding blue giants, and rivals that grow and run from you. Bosses behave differently too, and the late stages are shorter instead of longer. Details here: v0.3.0: Every stage plays differently. Would love to hear if it feels better now!

Thanks a lot, this is exactly the feedback I needed. You're right: after the first stage the runs feel too similar, and the pulsars and rivals barely change how you play.

The next update is all about that. Every stage gets a mechanic that changes how you move: rotating pulsar beams to dodge, rivals that grow, hunt you and are actually worth eating, stars that blow up into supernovas, meteor showers and orbiting moons. Bosses will behave differently too. And I won't stretch the game by making upgrades more expensive.

I'll post a devlog when it's out. Would be great if you gave it another try then!

The new supernova sound is live in v0.2.3: lower, softer, quieter, and it can't stack up as fast in the late game anymore. Let me know if it sits better now! Also, 100% in 1:20 h is faster than I planned, so that's really useful for balancing.

Fixed in v0.2.3! The check mark is now drawn by the game itself, so it shows up in every browser. Thanks again for reporting it and for figuring out it was the ✓ character.

Thanks for playing and completing my game, im reworking the sound. Any other problems or feedback for balancing etc.?

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Thanks for the feedback, I'm on it. Any other problems?