Be sure to add a confirmation button when exiting game into the main menu screen. It can be misclicked quite easily
Yeah, eventually. I want to get feedback for balance purposes before that first, and I might make it too hard if people who think itās too hard just switch modes.
I wouldnāt count on it, thereās a lot of stuff I would have to rework to be able to do that without a ton of bugs popping up. Plus, it would trivialize a ton of stuff because you could just move around power sources to whatever you happened to be using at the time and move buildings away from enemies. The entire aspect of movement efficiency would be lost as well since you could build everything near one main power source and walk it over at minimum size.
Probably not a very good game mechanic for the reasons Chubb mentioned, but I am now envisioning Pilot with one of the Engineerās toolboxes from TF2 shouting āIām movin thisā so thank you for that.
Iād draw it but art is hard
The Destroy command prioritizes platforms and hab walls instead of the objects IN FRONT of them. This leads to stuff thatās built on top of them getting destroyed as well. But when theyāre still an unbuilt blueprint itās the other way around, and it deletes objects in front of it before deleting the blueprint.
It would honestly make sense to just have a building demolish command when you select the building like how it worked in the old game.
Itās the same number of actions (menu+click vs right click+menu), but having the destroying stuff not be tied to the buildings means you can destroy several buildings in a row by holding down shift. Which I am now realizing I didnāt put in the tutorial text.
I come proudly to announce I found a bug on the 0.3.1 version.
(Edited, I figured out the cause for this bug directly. I explain what happens in the bug and what causes it in the end.)
The elevators where up since I was on a higher level of terrain. Once I tried to go down it made the noise and then didnāt do anything, if I hold the down button it moves slightly before moving up again and replaying the audio every 0.2 seconds.
The most interesting part is if you go down from the side and the elevator automatically goes down if you go in it again and press up the elevator will not move at all but the player will instead teleport instantly at the top.
From what I understood from my few months of school unity game design, the elevator is stuck in the āupā position / function and despite what animations it plays, as a state, it remains āupā.
Since my C drive died and donāt have my OBS to record the whole thing in detail, I only have this picture for the second case. The character teleports at the up position and then immidietly falls down.
(Edited: The cause)
The elevator bugs this way ONLY when there is another elevator right next to it.
Another weird bug that I encountered was that elevator sound effect kept playing even if they were not used and there was this constant multiple humming that got louder as you went torwards the elevator.
It does the same thing to the other side of the same wall but on the left again.
Is this also meant to totally reset energy to 0 when you enter the cave to swap characters? Energy seems to not be tracked with the save feature either.
Like cloudshifter said. a āare you sure you want to quitā bit on that exit menu button is really needed. Losing progress multiple times to misclicks is less than ideal.
As much as I wish I could lie and say āThatās so easy to avoid though.ā
I uh
Lost progress at least 4 times this way
Man I wish I knew a thing or two about modding. With your permission of course, Iād add a chlorocow to this game.
Their max weight is pretty much like the max in this game, so their proportions fit in well already. Though Iād add a few mechanics like faster movement at higher weight since theyāre built for such, but also an over all decressed movement speed compared to other characters.
Chlorocows also tend to āleakā a lot at a max weight, so id make it to where they have an additional weight size, but reaching max triggers a sudden loss of weight or energy. To stop the loss Iād have it to where youād have to go to areas with no power until the character recovers.
I dunno about all that other stuff, but at the very least I can promise that putting custom skins in will be an option!
Ooooooookay! went through all of this second version, I gotta say:
Two major gripes now.
-
Reactors- are now better- but still, the best one is teir one. It has been a common theme in history that reactors are considered ābetterā when theyāre more efficient, not when they produce more energy. But, in this update, theyāre not so horrendous that theyāre completely unviable and a waste of your time(at tier one at least). More on that later.
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Verticality. I really know you like this feature, but currently it only exists for itself⦠the buildings are too small at their base stages, and the maps are simply far too big. The only reason someone needs to go up in the current build is because you have to go silence the slime spawners. Also, that brings up another thing:
-
Gauss canon has no reason to exist. This one is just like the nuclear reactor, except this time itās fundamental rather than just a numbers game. The main factor of the energy shields and the tier three laser guns is CLEARLY set up to promote a āset it and forget itā attitude that allows you to focus on other, more important things. A weapon that you have to worry about running out of ammo contradicts this idea entirely, and has no purpose in the late game unless you add high-bouncing slimes or something thatāll jump over walls that need to be taken care of instantly, and with enough health they can chip away at a laser turret with enough waves.
Okay, now for the specific gripes on Reactors:
a. Nothing in the game uses the full power output of the larger reactors other than the incredibly useless implementation of the t3 mining drill(Since drills have an inventory of their own, you can simply wait for a t2 drill to do the exact same thing a t3 can with a smaller footprint. t3 exists only for speedrunning.) It seems you really want to use this building as some kind of way to rapidly refuel your characterās energy reserves, but it still isnāt fast enough to out-compete four t3 solars around an accumulator, which, again, are completely free. You really have to think about if using crystals as a drawback is a viable thing to do when all of the other buildings are free and can be set up to work with an accumulator period, which brings us to our next point.
b. two t3 solar panels is all it takes to keep up with a t3 crystal-hungry reactor. Sure, the footprint is bigger, but the map is absolutely massive. I literally would not be opposed to the idea of making the bigger reactors absolutely huge and making them free again. The fact that they can be outshined by a free energy source and nothing really uses that energy that is actually worth it, highlights that they have zero place in the game other than rewarding laziness and/or people trying to save a few seconds at the cost of longevity.
Once again, these are my opinions, which are merely based on facts, but not of them- I would love to hear your thoughts on what Iāve said, and insights on why the current balance of the game is how it is.
Iād definitely have to agree with these, the laser turrets are strong enough to easily handle all the enemies (currently) in the game, platforms and elevators seem more like a ānifty gimmickā other than the slime spawners, and the nuclear reactors are basically pointless in the long run, unless you have nigh infinite crystals.
Not only do two t3 solar panels work at the same level, but a t3 solar panel next to a t3 steam engine actually goes above a t3 reactor. Sure, standing in-between two reactors is huge⦠but even two t3 solars should be able to cover most your needs. Furthermore, at higher weights, your body actually can cover MULTIPLE solar panels with ease, quite literally neutering any reason to ever get a t3 reactor when, with some patience, you can cover a whole level of the map with t3 solars, and when at a high enough weight to cover over the panels, basically be able to run at top weight forever.
Now, this all said, I see a very promising future for the aforementioned issues. thankfully weāre only on version 0.3.1, and Iām sure chubberdy realizes the issues. And, credit where itās due, the idea behind a super powered energy source at a cost is intriguing, but the main problem is having to run over to your miner every 3 minutes to get more. Maybe a system can be set up in the future, like a drone hangar building or something, where the drones carry you more crystals from the miner? Or maybe you could set it up so that they put it straight in the reactor.
I donāt know. Just let it be known Chubberdy that none of this is in ill will, we all want this game to succeed!
I mean if you build 2-3 mark 3 crystal extractors you got infinite supply. I got a special dedicated palce where I have 4 mark 2 reactors with 12000 crystals running permanatelly and 2 mark 3 big reactors that I activate at the same time next to an energy accumulator reaching 420 energy produced by second with full sollar pannels above that floor giving power to the accumulator as well.
No, youāre not wrong. The main problem, in my opinion, is having to run back in forth between all of the miners. The amount isnāt the problem⦠just the distribution, in my opinion.
Above is correct; you arenāt wrong. The issue is once again- t3 drills are only validated by t3 reactors, and t3 reactors are only validated by t3 drills. You have to move from the drills to the reactors, thereby inherently wasting energy during the collection process. Once again, four t3 solar panels and an energy accumulator have zero upkeep, and do the exact same thing- just ever so slightly slower. the question then becomes āDo I want to waste hundreds upon hundreds of crystals just to get fat faster and lose it all after walking 10 steps anyway, a problem that isnāt solved by faster energy production?ā
Again, I still think that base building speed should be increased, and that the pilotās increased energy movement efficiency is simply too good to pass up. Thereās no reason to use the other characters once you have a decent crystal miner running because then you can just get the upgrades that their respective characters grant-
And, once more: Buildings with upkeep is a terrible design idea in a game where everything else is very sufficient and has no upkeep. This speaks to all reactors, and both gauss cannon upgrades. Why burn valuable crystals when solar panels are free in comparison? Why not just make it so you can āsuperchargeā every building by putting crystals in it?
Tier 3 drills should be paired with accumulators next to them without having to burn any t3 reactors, you can either have t2 reactors or wind / steam (works best with steam t3) with 4 t3 solar on top to make it work on maximum efficiency, do that for 2 or 3 spots and you got infinite crystals / metal. I got a special place just filled with t2 reactors having 15k crystals each and an accumulator prividing 420 pure energy without counting two t3s I put only 10-40 crystals each real quick to get a max growth in 8 seconds.
And then you lose it in about 60 seconds if you have to go anywhere. Whatās the point of this bragfest again?
Iām not saying reactors shouldnāt exist. Iām saying thereās simply no reason to use them over just having 4 t3 solar panels and a pinch of patienceā¦