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proyektkraft

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A member registered Apr 12, 2020 · View creator page →

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Hi there, thanks for the comment. I'm glad you like it! I have indeed picked the project back up, but I was working on it so intensely that I needed to take a break and do other things for a bit. There will be an update soon that significantly changes the game's aesthetic and adds new mechanics and content—approaching it now as a more serious, professional game.

I've updated the game to provide more food for the beetles, and I've increased the game speed by a factor of 8 for anyone who wants it to go faster.

Well, no—wait, I'm realizing they're still eating way too much even though the game has just started. Let me take a closer look before you restart your game.

Well, I'm sorry to say that this is a problem caused by the improvements to the skeleton-washing faucet. It's already been fixed, but I haven't been able to get it to reset in saved games. I'm sorry to say that this is a bug that can't be fixed at the moment. I like your idea of referring to tissue or flesh instead of pixels—it’s not very immersive. You might have to start from scratch to fix that speed issue with the beetles; I’m really sorry about that. But anyway, the truth is that I’m overhauling the game quite a bit, and with the next update, you’ll have to start from scratch. I’m creating a pretty interesting mechanic—a sort of reverse tower defense, as you’ll see—and more strategic management in the exhibition halls. Let’s just say the economic model is going to be different.

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Oops, sorry—last night before going to bed, I posted a small update, and it looks like I posted it incorrectly. It's fixed now.

Thanks for your feedback; I'll go over it right now.

Thanks a lot for your comment; I'm really glad you like the game. I released a massive update yesterday—so big that I can't even remember if it fixes the issue you mentioned (though I think it does); all the skeletons and display stands now use the same naming convention so you can see exactly what's needed. I do recommend refreshing the page, though, as there are some new mechanics I hope you'll enjoy. The next update will likely focus on adding more specimens and rooms. Thanks again for the feedback.

That’s great—I’m glad you’re still playing it. Today’s update is going to be a big one; I’m making sure it’s compatible with existing save files so you don’t have to start over, but I’ve added more mechanics and improvements. Now you have to clean the bones before displaying them.

I'm glad to hear that. I'm rethinking the setup for the rooms and the display units a bit. What do you prefer: having the display units fixed in place, or being able to move and position them wherever you like?

I would really appreciate it if those coming from Reddit—whether you liked the game or not, as long as you’ve actually played it—would please comment on the post. I’m only seeing negative comments from people expressing opinions without having tried the game. Thanks a lot!

Thanks a lot for your comment; I'm glad you're enjoying it. You're right about the large corpses; I'm going to make it possible to save partially processed specimens—provided you have space in the fridge—and if there isn't enough room, I'll add a button to delete a body.

True, I'm actually fixing that right now, along with a few other issues—like the responsiveness across the board; that's already sorted out. I've also added more languages. Thanks for your feedback.

Well, the idea is for it to be a contemplative game, not an action game; I'm sorry you don't like it.

I’ve just updated it with further improvements, including a help section and additional information windows. Purchased cadavers are kept in the shop's refrigerator; skeletons assigned to a display stand are located in the museum halls; and skeletons that haven't yet been assigned a hall or stand are kept in storage.

Have you reloaded the game? I think I fixed the size labeling in the shop a little while ago; in any case, I’m updating them right now to match the display stands exactly, and I’m also adding that information to the storage view. Regarding duplicate corpses: as you clear them, new ones go into storage. If you have a valid stand and click on a skeleton, it gets placed on the display; however, if you acquire skeletons that already have a stand, they simply stack up. The stands should indicate how many of that specific skeleton you have.

You mean the information isn't visible from the warehouse, right?

I just added a button to speed up the game to 2x and 4x in case it's too slow, but I'm not going to touch the pixel reduction anymore—I like it the way it is xD

I just added a button to speed up the game to 2x and 4x.

I've already fixed the issue regarding the sizes of the corpses, stands, and rooms xD I've also reduced the number of pixels needed to clean up a subject by another 30%.

Sorry, what you're saying is true—without knowing the size, it's hard to tell what to buy first. Alright, I'll list the size on the stand and on the model itself. Sorry for all the adjustments, but thank you so much for the feedback.

I just updated it; I hope the startup isn't as slow now. I've also lowered the costs for everything. Thanks a lot for playing and for your feedback.

Yes, that's right; I just cut it by 50% and reduced all costs by 30%—I hope that improves the early game. I also fixed the issue with properly reloading a save. It comes down to the quality parameter: each skeleton has a quality level that determines how much money is earned per minute. Thanks a lot for testing it; I'm tweaking it to make the experience feel smooth and not too tedious.

Rats and spiders serve as food for the beetles; you need to clean the basement by feeding them 20 rats and 20 spiders, and spend your money on breeding and upgrading more beetles—then you'll be able to make purchases in the shop. Have a limit in the fridge.

Well yes, I want to use GitHub but I don't think I'm going to make the project public.

Well, it must be said that before starting I made a 193-page GDD and the work has taken more than 100 chats with Gemini, each one of about 300,000 Context Tokens, I must have also spent about 150 euros between all the AI's that I have been testing. And well, it has been almost 3 months, with an average of 6/8 hours each day, some of more than 12 hours of work, a lot really xD. I must have also done more than 30 rollbacks since sometimes the AI did not obey me, added or removed things, well, let's say that it has not been 100% easy. But I have been able to learn a lot working with it, especially seeing how everything was structured. But yes, the truth is that it is amazing how quickly everything has evolved for someone as ignorant as me to have made a half-decent game xD.

Hi, no, I'm not using GitHub or anything like that. I'm just making backups and uploading them to Drive. Do you have Discord so we can chat there? Add me, ProyektKraft, or Unserfeliz#1945

I finally got a Skip button, but it's only for the tutorial. For the rest of the dialogs, you have to click on the window. Thanks. xD

I have something planned for that xD. Thanks for playing the game.

I'll note it down for correction, thanks.

No, that's the amount the merchant has of each product to sell to you during the same lifetime. The amount should be subtracted after purchasing an item.

No, sorry, there's no more content about the callicacturid at the moment. It will be part of more story events that I'll be implementing soon.

Sorry I couldn't answer you before, no, at the moment there are no more places to use the shovel, it's content that I have to implement, but I'm glad you decided to dig everything, xD, that's the intention, but the prize is yet to be implemented, sorry. I've been taking care of making all the main mechanics work and I still have to tweak a couple of things, as soon as everything is okay I will start adding all the missing content.

Oh, that's true. I've changed a few things regarding the necklace and the tutorial, but it seems I've touched on the resurrection issue. I have a roleplaying game now, but I'll work on it tonight. Luckily, it's not a serious bug. Thanks for the report.

Without resurrecting you mean?

I've already solved it.

That's true, I hadn't noticed, thanks for the report, I'll fix it right now.

I'm trying to create a Skip button, but it's taking me a while. I'll have to change how the events are executed, since the way I have them is creating conflicts.

Thanks for the report. It's a point I knew about, but I wanted to keep it, so I'll probably leave it that way. There will be some mechanics that seem like bugs, but they're done intentionally as part of the story. The protagonist will be able to find "bugs" to beat the game, fight the "System," and escape, but those bugs will have to be found. I don't know if I explained myself well.

Thanks for the feedback. I'm going to review the language localization system because I see some missing text. And I'm going to have to change the game event system because it's causing conflicts when loading the game. I'm sorry, but I'm in the process of fixing it. For now, I recommend using every save slot possible because I see the game still has many bugs.

Thank you so much, I'm glad you're enjoying it. There's still a lot more content to add. But I don't have much time, so I'll take it slowly.