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Pedro Figueira

28
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A member registered Oct 10, 2025

Recent community posts

Addictive game. 

1) I could not feel any significant difference among special pegs and balls besides cosmetics. Bomb pegs don't seem to do anything besides cosmetic explosion.

2) I bought all upgrades. I felt a good balance and progression.

3) Game's motiff could be better utilized. Goblin dropping humans is funny, but it seemed underdeveloped. Nothing else calls back to it, besides Goblin seller for upgrades.

Interesting game. 

1) Why does the repairman punch the tables to fix them? Is it intentional (a joke)?

2) The flooring space cannot be maximized, I mean, there is no way to position the tables and machines to use all available space. Is it intentional?

3) I missed a way to sell older machines to place better ones. (remove slots, substitute for Arcades).

Very good looking game. Also, a good premise. Something that makes me remember Plantasia. 

Once the duck went off screen and I was worried about him.

1) Using autocliker is still much faster than the motor. 

2) I tend to play with crafting tab opened, which makes the game field smaller. It could be a strip of options under the field, such as in RTS type games, or a fixed lateral strip, such as in citybuilding games.

3) When opening the crafting tab for the first time, I was confused as I needed to first click the icon for it to show recipe. Would it be better if the recipe appeared when hovering the icon?

4) Is the time for crafting a recipe really required? What is the purpose for a player to wait for it?

5) Could we click in the water ballon besides of the plant? 

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Very good game.

1) The camera auto moves back to start position, making get VIP's early more difficult.

2) Increasing costs eventually make the game too hard for smooth progression (at least in demo). 

3) Fast lanes do not accept hold to accelerate, you need to click each time after buying expensive upgrade. For active gameplay, it makes better to not upgrade to auto/fast.

4) Washing cars gives more money, but clogs the traffic very fast. 

5) Dedicated lanes become too sparse, while general ones get much more traffic. Also, moto/cars do not choose dedicated lanes. While a moto lane appears moto sparsely, motos still appear everywhere else.

6) Bulldozzer could be time limited instead of increasing costs...

7) VIP's being yellow makes them harder to see in larger fields. Perhaps a dollar sign ($) over the car would help. 

Finished demo twice. I'll run it again now. It's addictive.

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On the contrary of previous comment, I belive the pacing is very fast. It was easy to me to reach the demo's end.

Glitch: when hiring multiple worms at same time, only the last one is given a chosen name. 

For idling, I would suggest a food auto-buyer upgrade/skill.

I never hit the worms. Not even to see what would happen. I'm that kind of weirdo for animals. I suggest to change the whip for a megaphone, so we would yell to them, like in a marine's training camp.

Manually selecting worms and placing food makes the move speed upgrade almost useless. (Just place everything in one place. /  It seems to speed up gameplay.) It also makes Chad Worm less useful, as we cannot control his directions.

I really liked the BGM and SFX choice. I usually never play games with music on, but you got a good selection here.

Very good game. 

And how did you come up with the idea of making a game about worm poop?

Very good small game. I don't know the language, but the character is cute. I missed the undo function when I overstepped the gnome.

Both web and download crash at load screen. Game does not load at all. Tested on:

Win10 and Win11.

Google Chrome and Vivaldi.

Excellent little game. It tooke me 2 weeks to finish. Even though I like puzzles, I'm very bad at them. Last one took me 3 days. 

My solutions are different from the ones in the Youtube's walkthrough,

This is the type of content I'm looking for. 

:-)

I didn't get the game...

In my first gameplay, I tried to improve as much as I could, but was unsatisfied, so I restart in other browser. (I could not find the option to restart game).

I purposely let my troops to be killed to see what would happen, but they simply reappear next day. Regardless how I lose the night, the game seems to be ''unloseable'' (if that word exists).

Then again, I tried to improve the Smith, but it doesn't make any weapons for my troops. I had to loot weapons from the targets. I didn't get what the Smith does. Does he only benefits the mouse attack? I didn't understand...

Bug report: There is a blinking icon (a treasure) that appears in the map from time to time. During night fight, it is not clickable when appearing at the top right corner of game screen.

Feature problem: speeding up during day carries over when night comes. I suggest to have separate speed controls for day and night.

I opened the comment section but the only 2 issues are already said: both the lagging if the weather is on and the time for getting and internalizing insights being too long.

I also played with slow movement, so I could see the apparel in the character change.

One last thing: I suggest to not abbreviate Kleos to K, as K is the symbol for 1.000. During first gameplay, I thought the first upgrade would cost thousands...

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Hello. I finished the playtest and filled the Google Form. (I'm the player who reads slowly.) But I send the form before finishing the playtest. I would like to add to it to change the research "quality" to "upgrade cost", or at least clarify it.

Very good game and pace. Needs a brain to play. 

Not strenght or skill points, you need to unlock the forge elsewhere. Right now I don't remember if it's unlocked at the Castle or at Sacrificial Altar.

I would like to say that the previous Aquarium interface was clearer about the adding of Shiny Fish. Also, I cannot find the totals anymore, only the Shiny Chance.

I don't understand what the training dummy is for.

Putting the shard upgrades into the Forge was somewhat confusing at first.

I noticed that Fleet Training and Patrol Network were capped at lower levels. I was trying to reach the max of that. :-(

So...

We start as a Birb eating popcorn and seeds. One hour later, we are sealing a pact with an eldritch entity with an unfathomable agenda.

Nice game. 

Nice to know the game is unwinnable at the moment. But seems really promising. The motto "Losing doesn’t feel bad. Winning feels earned." is something I'll take in mind for my own projects. :-) 

7. Then another way to fine tune would be the ability to make walls. Force the enemies to follow a path, giving more time to our units to kill them. Or just put rocks in the middle. I would like to spell "lava here" and draw an arrow for them!

First, I would like to stress out that I don't know exactly what this king has done to piss of so much people, to the point they blindly throw themselves into molten lava, but mid demo I was thinking if I really was playing as the right side. You know, that moment "are we the baddies?".

Jokes aside, my humble opinion:

1) I wish there was more info about the units available to the player. We increase the attack, but it does not show how much points, only percentages. I wish the attack number appeared when hovering the left box.

2) This would be even more appreciated for the harvesting units. Farms and Woodworks don't say how much they are outputting. It's too fast for me to read the numbers, so I ended up not knowing if it was worthy to spend points into those upgrades.

3) One thing that annoyed me was the king's sprite growing and covering the screen to access tech tree. It seems like something jumping on the screen towards the player. I wish the animation was different, or no animation at all.

4) The demo is really unstable in web version. I experienced stuttering, very low frame rates, tab freezing. I believe it uses too much RAM.

5) The crossbow's knockback is neglectible compared to the Green Ray.

6) I wish there was some sort of micromanagement for targets. E.g. ''attack closest'', ''atack highest xp'', ''attack wood''. If the game will be truly incremental, such optimizations will be really wanted in longer runs.

7) Where does the lava comes from? Also, would it be nice if units that reach lava diminish your points? You still can't lose, but won't be able to progress. Careful planing would be required.

Gentlemen, this is the definition of insanity.

Excelent game.

Maybe the best puzzle game I've ever played.

Very well done. 

You somehow were able to mess up with the UI. 

Ingenious solution to avoid the damned "conveyor" thing.

Nice to see something new.

What do you mean by visual options needing to be better addressed? I am planning to sort them better, group them in terms of purpose/fps-impact.

You answered yourself!   :-)

And how is it all recalculated when player uses Swap Buildings?

Interesting enough, you cannot move a building from a place to a vacant spot, only swap between already constructed structures. Eg. If I build the Lab over the Miner's Guild and decide to put it on the vacant ground, I cannot do...

I am doubtful that ignoring capacity and increasing only speed will make runners more efficient,

A steady influx of fast income seems better than waiting for large inputs. The time they stay put collecting resources, they are a sitting duck waiting to get stunned. Also, the faster they collect, the less minerals in the screen, so, the Mountain will not retrieve anything. 

What do you mean by "a discoverable tech tree image"? 

The idea of a tech tree as image is to help see things unlocked in other parts of the game without the need to browse among all menus.  

Very good game. Finish it all in 2 hours.

Knowledge is unbalance, but fits the theme.

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Hello GreenWizard, I would like to write a small review of your game. 

After playing it at browser, I downloaded and stress-tested the game using Cheat Engine, a good PC and a Potato PC. 

There is no performance difference in a good PC or Potato PC. The game sustains lots of sprites and movement without slowing down. The visual options, however, need to be better addressed before a final release. 

Text outline is totally necessary during moments where there are lots of things in the screen at the same time. I suggest it comes enabled by default. 

It was not totally clear to me at first gameplay that you could prestige. The acronym PP made no sense until I understood it was Prestige Points. However the amount of Gold retrieved stays the same. One *can* reach endgame without ever needing to prestige. 

Disabling screen shake sometimes re-enable itself. Prestige is one of the causes of it. Calamities and New Mountain also keep screen shake even with the option disabled. I need to remove screen shake because I have vertigo. Excess screen shake may cause accessibility problems for your players. 

Disabling particles remove also the particles that visually inform the player a new mountain appeared, remaining only the mountain movement itself. The result is a dull animation. I suggest to split the option into ''mountain particles'' and ''projectile particles''. 

The artefact's acquisition pop-up is useful for new players at the beginning of the game, but at end-game, when 2 or more artefacts come, it becomes annoying, because you cannot access other options until click/dismiss the artefact pop up. There is no visual indicator of precedence of pop-ups. Text is just rendered one over the other, making it difficult to know where to click. I usually just click outside all until only the main one is active. 

There is no practical limit of how many dwarves can be at screen. Turrets, for example, can be placed even beyond screen size. They fire, but don't hit rocks. Miners can become a meat tower until the upper part of the screen. In this case, they tend to launch their pickaxes/dynamites all at the same time without delay. 

Some units are way more efficient than others. Stacked Lasers make Ballistas obsoleted. Fire causes almost neglectible damage to the mountain. A player can focus solely in stacking more Lasers and it will be enough. 

The faster the Runners go and come back, the better the Gold acquisition. Therefore, a player can just avoid increasing the carrying capacity altogether, focusing on speed. 

The discovering of the tech tree is well done. The indicators in the menus reminding of what is necessary to unlock certain feature are good. I would like to suggest the inclusion of a discoverable tech tree image, as a better visual indicator. 

Sound settings are perfect. 

How about an option to increase the mouse performance in manually moving gold?

A couple months from now, the game will be ready to proper release. Keep the good working, we are waiting for it!

Another thing: when multiple attackers focus on a single target.

After target is destroyed  all fired projectiles continue aimed towards that non-existent enemy. Whole volleys of fire are lost, as the projectiles do not continue moving forward to the next enemy.

It is also unbalanced. You need way more pentagons than anything else.

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I would like to suggest a way to the save file be available, so we could play in multiple computers/browsers without losing progress.