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Sadisticshades

12
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A member registered Jul 21, 2021

Recent community posts

The graphics are quite simple with geometric shapes but its biggest strength in my opinion is its language and identity. 

There is a very strong theme and I love reading the descriptions.

The gameplay itself is simple but very fun, good job on the fun game! 

Absolutely blown away by how high quality this is. The art is without a doubt its best strength. 

As Sirhe mentioned, I think having a more forgiving telekinesis/magnet/whatever it is, would be great as you'd have to slowly drag the crystals or else they'd fall. I think another addition that might be great is having multiple mouths, or just getting rid of the crystals being eaten one by one.

Overall, congrats on the amazing game! Looking forward to seeing where you'll go with it. 

Having played both this and Reactor Knockoff, I can confidently say Worker Ant that you are a good developer.

The small details like what direction the heat travels too and from is great, the animation and graphics are nice. The lack of sound is a bit of a shame but the gameplay loop itself is great if not hard to get rolling. 

Personally, I believe you should try straying away from any inspirations and add changes you think could work. 

For example, getting rid of the deposit bank would be an idea. Another would be the ability to pause the game or stop the computer so I can add changes without needing to delete the CPUs. 

Overall great game, good job! 

When I first saw the 'physics' part, I questioned what was the point of it in a tower defence game. Then I actually played it and watched the bugs move. 

It's weirdly satisfying, like watching water flow and I love the fact they move at 'random' preventing easy prediction. 

I think the power on each level quite a restrictive way of preventing cheese, at least for me, I ended up with too much money, not enough medals and everything I could level up, being levelled up. I think having an 'unlimited' power option, or it being a mode for once you beat the levels would be great. 

As well as that, I think an option to refund upgrades without just yeeting everything off the table would be great, as constantly having to rebuy the same upgrades and memorise where I put X and Y stopped me from experimenting which I think is a really fun part of the game. 

People already mentioned the main gun losing usefulness, but I wanna shoutout the cannons. 

The slight knock back, at least for me, actually prevented the bugs from attacking a barrier making them perfect for creating killzones. 

Flamethrowers are amazing and I just like watching the missiles. The shotguns are neat, but as someone else mentioned, the lack of killing power made me only use them if I only had enough power for them. 

Didn't really experiment with the sniper rifles, I at least, didn't really notice much difference in killing power despite them being full level. 

Again, I feel like that limited power really held back experimentation but other than that, I had alot of fun. 

The graphics, the sound, the design. 

Good job on the amazing game! 

Super great game, I love how Death has been characterised. I also love how said characterisation comes in the form of tutorials. For example, accidentally tried activating a coins power while another coin that flips coins was active.

Death went "Wait!" and explained, I really like that. 

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This is a really fun concept. I think changing some of the audio would be nice, so it's not just the same scream over and over again.

I also think it might be better to have the first room either without the monster or delay the monster appearing to properly set the atmosphere while building up signal but honestly, that's just personal taste. 

Other than that, I'm interested to see where the game will go. 

Congrats on the fun game! 

Gave a ribbon to one of my random workers and I went from not caring to being ok with dying for him. 

I think having more drills would be great, it took me about 45 minutes to max out everything and it became a bit of a grind as 80% of my workforce were fighting for a single drill. 

Congrats on the great game! 

Super fun game, it's very slow for the snowball to kick in but it's very satisfying once it starts. 

I think a mass-buy/mass-draw would be great.

Also, I'm not sure if other people have experienced this but I keep getting a visual bug where one card stays on screen even if I buy and draw other cards. 

Other than that, I love the game, the music, the graphics and the gameplay loop.

Congrats on the fun game!

Everyone else has mentioned it so I won' talk about the end of the demo thing, the game itself is super fun and simple in the best way. 

For me, one of the funnest things to do was just have the dwarves dig into everything and clear the entire screen. 

Good job on the fun game! 

It's very slow to start snowballing but very fun once you do. 


Good job on the fun relaxing game! 

Having played this when it first came out, I think adding the craft-button and auto-craft system are both major improvements to an already amazing game (both in gameplay and graphics, plus sound design etc).

Might be just me, but while I like the new auto-craft system, I think it could be optimised by removing the need for having the item, or at the very least, not making it stack when someone gets another of said item. I think as well, auto-crafting could be extended such as instead of needing to craft a book then crafting a specific mutation: the latter step is removed/done automatically. 

Other than that caveat, congrats on the amazing game! 

Insanely fun gameplay loop. The sound design, the design itself and even the atmosphere is great. From my understanding, or to be exact, my interpretation, the player is an AI on a ship of some sort. Trying to keep itself operating while doing X, Y and Z. 

I think having the ability to swap between what you're holding and what you're trying to replace it with would be great as I would repeatedly have to put something down, move another thing out of the way, then pick up the first item but otherwise I always had fun playing.

It's mostly design, but if my interpretation is correct, I think maybe having a mini animation of the ship travelling/a window to infer movement could be a neat addition. 

I'd recommend anyone playing to not underestimate how useful levelling things such as batteries are. Organisation is also super vital and I found myself constantly collecting wires.

The gameplay itself is super grindy, but a fun sort of grindy. Travelling is also something anyone wanting to actually gather resources like metal and biomass has to do. 

I'll be honest, I mostly ended up using an auto-clicker to speed up the gathering. 

Congrats to Kevin for creating such a fun game!