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.
proyektkraft
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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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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.
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.
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.
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.
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.
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.




