-
You can finish the game whenever you want, there is no goal. As you said it’s beta, the purpose of a beta is to push the game to it’s limits so you can see what works, what doesn’t, what is fun and what isn’t fun and what sucks is when you find what isn’t fun works. So I played it to push it to it’s absolute limit so I can make a real assesment about what they game could require moving forward in terms of game feel principle or performance / gameplay issues.
-
As I said the min max was souly to test the game and it’s capabilities. What I was reffering to when I said min max was when the entire finished release of the game comes out. Min maxing is a very often habbit many players do when they ran out of things to do in a game and there is no new content around the corner. Say for example a jrpg, you can finish it in 60 hours or 140 hours and max everything or your favorite character to brim similar to 100%ing a game to show how much you love it.
-
T3 miners in practical case for the majority of players is indeed useless, they can be funcitonal and produce alot without any losses but there isn’t a build or anything that requires the resources it produces.
-
You’re over thinking it, I just call it “green” energy because you don’t need to fuel machines every now and then, you can call it “infinite energy” if you like. You can call it “self sufficient” build or something. It was just a name to sound cool since it has some similarities with real life.
-
That’s why I believe what needs to be added to the game is different playstyles and builds that offer different positives and negatives similar to how the characters work which every one has their own different pros and uses. Still self imposed challenges can keep a game alive for decades. Just take a look a tiny indie game created by one guy, Minecraft.
Guys I think we’re at the point where further discussion about the reactors and miners is no longer productive. While I’m thankful for the enthusiasm, a good chunk of these arguments are starting to come down to playstyle preference. Also minecraft hasn’t been a solo developed game for over a decade.
actually to further your point, minecraft was only really made by one guy for a super brief period of it’s development. It didn’t really take long for it to kick off, after a few months of having some real traction, it got a pretty nicely-sized team working on it. Not triple A-sized team, but, still. Definitely not a one man-band for a huge majority of even it’s alpha and beta development.
sorry if i’m not reading old posts but i’ve found several glitches throughout the game
- There are several spots (as someone mentioned earlier), where i’m unable to build stuff. These spots being:
this gap
this edge (near gap above, to the right)
and that spot under cliff
- When powering an elevator with Fusion Reactors, it is possible to make yourself stuck between floors. Happens due to reactors running out of fuel.
oh, and one suggestion. maybe make full character hitbox wider, so it would pass gaps in platforms? thank you in advance, looking forward to more exciting updates!
Oooh, an underground level with no wind or sunlight would be pretty nifty to have!
i just seen this now after checking up on the first game LETS FUCKING GOOOOOOO
i just reset my progress 3 times (each time being over an hour in) just because i clicked too far off the edge of the screen, i assume this is just a bug but it was really annoying
The energy you accumulate disappears when u enter the cave or is that supposed to happen?
That’s not supposed to happen, it’ll be patched in the next update.
ah I see cause I saw in the changelog that it was fixed and saw pictures of all three characters with weights so I though it was fixed. When would the update be if I may ask?
I want to give feedback
firstly, you need to add autosave so that if the game crashes so that progress does not go to waste.
secondly, I once laid down the elevator and did not want to go up When I went into the cave and then it repaired itself.
Just came upon the first game, and now the second- absolutely love it! The adaptive music is a really nice touch. (Idea covered by Custom Sprites in FAQ>)one thought is perhaps allowing the aliens to switch ‘jobs’, or having the same model with different colors for each one, to tailor it to one’s liking.(Like P1, P2 in fighting games.) (Complaint+Idea answered in FAQ>)Though I am mildly disappointed there’s no plans for using the slimes for anything other than enemies. Not even as a debuff, that fills the power meter with useless fluff! Definitely going to keep an eye on the development.
I signed up for this website just to share some of my thoughts and ideas here so I hope I’m doing this right-
First of all, I played the first one, that was amazing, and this one is even better!! I spent literally all day playing it, and it was a lotta fun thumpin’ around the place, and testing out all the silly ideas I had come to mind.
The game is really really well done, and whatever direction it goes, I’m sure it will turn out fantastic.
First, I just want to briefly mention and go over some little things that other people have mentioned before, and add to them, just for the sake of being comprehensive.
-
There’s some spots where you can’t build anything. Aside from the 3 sports that I see posted earlier, there’s three more that weren’t shown in that post:
Spacethumper 2 Post Doc - Google Docs (I’m using a Google Doc because Weight Gaming doesn’t like letting new users embed too many files, apparently. FYI, there will be parts later in this post when I refer to this doc again, uh so yea.)
So, it seems that every edge of a cliff, you can’t place something on it. These locations are every right-side cliff, and I don’t believe these were shown previously, so I figured I may as well briefly mention them. -
When you go into the cave, your weight is reset. Additionally, when you load a save, your weight is also reset.
Alright, now for some new stuff:
-
When trying to destroy objects in front of walls, sometimes it destroys the wall instead, which collapses any walls you had on top of that wall, as well as any structures being supported by it:
(Refer to Google Doc)
When you press the spacebar, your character becomes transparent so you can see what objects are behind you. Maybe you could also use this to determine which object you destroy? Like, if you don’t hold the spacebar, the game will prioritize destroying the foreground object, but then if you’re holding the spacebar, then it will prioritize destroying the object behind it instead.
(also, I only realized this after I recorded this example, but my character seems to be a bit wider than usual-? I think this happened because when I was faffing about, trying to get recording to work, I ended up going from the Windowed mode on the lowest resolution setting, to full screen, and that seems to have been the cause of that visual bug with the character sprite. Resolution setting might not matter either, I just mentioned it for the sake of providing as much information as possible about the bug.) -
Walking over gaps is weird.
Firstly, it’s a little strange that you fall in between a single tile gap when walking on platforms, but you don’t fall through the same sized gap when walking, when one side is a platform, and the other side is a cliff.
(Refer to Google Doc)
I understand perfectly well why this happens - it’s because you would be clipping into the wall if you fell through the gap next to the cliff, but it’s a little strange and inconsistent that it works this way. I’m not sure what could be done about it, but I thought it was worth bringing up. I don’t really have a preference on whether at larger sizes you should be able to walk over gaps in platforms, or fall through them. Either way I’m not complaining.
Additionally, you can do this:
(Refer to Google Doc)
Huh. It sort of- cancels out the bug with not being able to place objects on ledges, because as long as you’re moving fast enough, you can sort of- glitch your way over the gap. So if there’s a spot that you can’t built a wall, you can still get over it. But it doesn’t work at larger sizes because you move more slowly, and hit ground below before you can get underneath the other platform to force you up on top of it.
(Also, if you’re wondering why I’m moving so slowly, I never upgrade my movement speed. I like to maximize the feeling of encumbrance when being very large, so that’s why.) -
Slight elevator bug.
I regret not recording it when it happened, but I can recall and describe it pretty well. Also, I’ve scrolled back in the discussion and seen some similar stuff, but my case is a little unique from theirs so I’m gonna talk about it anyway.
So, basically, for no particular reason, all of my elevators I had in front of walls started being weird. When going up the elevator, I would just teleport up to the next platform above me. Pretty much exactly like I showed in the video of me going over gaps. It was the same sort of thing. However, when going down the elevator, it just wouldn’t work. It would make a noise, but neither I nor the elevator would move down. I was very confused, and thought it might be because of the walls, so I went over to an elevator that I had set up previously that had no walls behind it, and it worked just fine. And then I went BACK to my elevators with walls behind them, and then all of a sudden they started working properly again as well. So, I don’t know what happened with that.
Another gripe I have with elevators, is that once you have them set up, it’s a little difficult to build structures in front of them, because when pressing W to transfer energy to the thing you’re trying to build, you’ll start moving up on the elevator. I’m not sure what could be done about this- maybe if you’re pressing a certain key, you can prevent the elevator from moving, but I figured I’d mention it as well.
Now, if you begin pressing W, and then press S to go down on the elevator, whilst still holding W, you can still transfer energy whilst not moving on the elevator, but, this takes two hands to do and is pretty precise and awkward, which I don’t feel like should be necessary in a game like this. -
I couldn’t get the teleporter to work? Maybe it’s unfinished, but I tried pressing E, clicking on it, pressing the space bar. Nothing.
I wasn’t sure if it was like the teleporter from the original game, where it finishes the game and gives you an ending, or if it was a tool for more easily navigating your base. But even after I set up and powered a second teleporter, assuming I would be transported between the two, still, nothing happened.
Again, maybe it’s unfinished or something, but just in case it’s supposed to function, and it just isn’t for me for some reason, I may as well report on it just in case.
And finally, some suggestions:
-
The empty space at the end of each bar which indicates how much you’ve upgraded something in the upgrade bench almost implies that you could potentially unlock the ability to upgrade things further.
(Refer to Google Doc)
I think being able to upgrade things further would be super cool! I would suggest that once you’ve maxed out everything in the research table, you could unlock an upgrade to your upgrade bench, or a new kind of upgrade bench (Upgrade Bench Mk2?) which allows it to actually be able to upgrade things beyond what is initially shown.
It would super cool to be able to grow to even bigger sizes, and it would also be super nice if you could upgrade your movement efficiency further as well. -
It would be nice if it was easier to be able to remain at the largest size. This is why I suggested more upgrades to movement efficiency specifically.
I really like trying to be at the largest size as often as possible, and that becomes a little difficult when a majority of the energy sources become weaker or entirely unfunctional when placed beneath walls, and the ones that don’t either only work in specific locations, like the steam turbine, or are quite unwieldy and require continuously being fed crystals to work, like the reactors. Now, perhaps this idea is a little unbalanced, but I would like to see an at least decently powerful energy source that works underneath walls that doesn’t require crystals, or anything else to power. If I could, I would make it so that for the majority of my base it would be literally impossible for me to lose energy, even when moving and underneath walls (aside from when holding W to expel energy). If I’m remembering correctly, I think I was able to achieve something like that in the original game, where even when walking back and fourth I would still grow continuously. It seems like solar panel mk3s, when out in the open are enough alone to keep you at maximum size when moving, which is nice, but the best you have when underneath platforms are wind turbines which become weaker when placed under platforms, and aren’t enough to keep you at max size when moving. That’s why either I feel like additional upgrades to movement efficiency, or a new energy source which doesn’t get nerfed from being under platforms (or both!) would be nice!
Now, maybe that sort of- defeats the balance of everything, but I do have an alternative suggestion:
(Refer to Google Doc)
At first, I thought that maybe solar panels would still work when placed underneath the lowest tier walls, because as you can see, there’s large gaps in the wall where light could still pass through. But no, that’s not how it works.
I think it would be neat if solar panels still worked under these kind of walls, and if wind turbines didn’t get nerfed underneath them too. I mean, both light and wind could easily pass through those gaps. Or maybe instead, you could add some sort of glass wall, which maybe you can’t stand on at larger sizes without it breaking (that would be neat to see), but solar panels still function at 100% efficiency when placed underneath them.
Or maybe you could combine both of these ideas, and make it so wind turbines will work at maximum efficiency under basic platforms, and solar panels will still work but with reduced efficiency, but then you could build glass walls which solar panels will still function at 100% efficiency when placed under.
Or you could always come up with some original sort of- sci-fi glass, maybe that you can make with the crystals, that is strong enough to withstand the weight of the player but that is still transparent. -
It’d be neat if there was a unique sprite where you’re all squished up for when you get stuck in between these two rockfaces.
Now, of course you’re not stuck stuck, because you can always expel energy until you’re at a smaller size and then use the elevator to get out, but I think having a unique sprite for when you’re squished here would be cute. Or maybe even a unique ending where you’re stuck there forever while your crewmates are visibly unamused and look very disappointed in you or something- -
This is super duper minor, but I think a jump button would be cool. Maybe at smaller sizes you can jump high enough to get up to any platforms that are above you (perhaps you could explain this by saying that the planet you’re on has reduced gravity), or maybe you could just use it for crossing small gaps in platforms without weird bugginess, like I’ve shown previously in this post.
But, the main reason I ask for a jump, is because I’d love to see the progression of how your jump gets shorter and shorter as you become bigger, until eventually you can’t even get off the ground at all. I think something like that would be pretty neat and cute.
Now, whatever happens, this game is epic and really well done and a lot of fun! I just thought I’d propose some of my ideas, and report some bugs or gripes, give some feedback. Whether or not my suggestions are taken, this game is super great, and whatever’s done with it, I’ll enjoy it nonetheless!
Silly thing I encountered a few days back. After loading a save where I was last playing as Pilot, she cloned herself. I could swap between both Pilots and play just fine, and the clone disappeared after switching to Miner or Engineer and leaving the cave.
Did you modified that save file?
No modifications, just normal gameplay. I haven’t been able to reproduce it either.
Hey just a quick note because apparently I have to say this: please don’t join the discord to just to ask for an update and then leave before I can respond.
Yes, the discord gets updates earlier, that’s because fixing bugs is easier and quicker when I can talk to people live and helps keep the forum post uncluttered. I wait until I fix all the major easily found/unavoidable crashes to post a version here. The current disparity between versions is due to a bug with the dialogue that crashes the game.
I was half tempted to wait another update to put something on here to discourage people from pulling that stunt again, but hopefully asking will prevent it.
I made an account to say that I never even realized there was a discord and honestly wish I would have read more carefully.
Alrighty, I’m going to be putting out releases on itch now because mediafire sucks. This also means all the patch notes and whatnot will be over there too (after this post), but I’ll still put a post here for big updates!
Changelog
-----V0.3.2
- Destroy menu now prioritizes buildings over platforms (no longer deletes platform behind when clicking on building)
- Elevator noises stop when paused
- Elevator platform heights now set to player level and default to moving down when not on floor level when loading/transitioning between rooms
- Added a event/cutscene manager
- Destroying buildings uses crystal build cost to calculate crystal refund instead of metal cost
- Created a short intro/tutorial section when selecting a new game
- Different characters now have different text colors
- Updated dialogue voices
- Updated 53N’s game mechanics reminder dialogue
- Slightly decreased pilot’s speed
- Decreased movement energy cost
-----V0.3.3 - Fixed research table not unlocking after finishing tutorial
- Replaced starting wind turbine
-----V0.4.0 - Fixed energy resetting when loading/transitioning between rooms
- Game no longer sends you to test room when starting a new game twice in a row
- Game no longer crashes when returning to main menu during tutorial
- Main menu now asks for confirmation before exiting to main menu
- Updated background and added parallax
- Text properly switches from intro dialogue
- Added expressions
- Npcs weight now constant between rooms
- added variable panting speeds
- (maybe) fixed issue with buildings acting as if they were shifted 1 grid space to the right when checking if they’re supported
- added blue (fast), orange (tough), and red (spawner) slimes
- revamped wave spawning
-----V0.4.1 - Miner dialogue no longer crashes the game
- Holding shift or space now prevents you from using the elevator
Just played the latest. It was very fun to play around with. I played the pilot mostly as she has better stats. I don’t know what advantages the other two characters have when it comes to gameplay than another skin to play with.
- Does the teleporter work or is it just a build with no function at the moment?
- Can’t build elevators on structures even with wall rams. (Don’t know if it this was added yet).
- Is there a purpose to move right of the map? I was able to farm with ease in the beginning area as it was too much management control the farther you went.(Slimes instantly destroy structures)
- The MKII weapons seem to be good even for late game. Didn’t need the cannon or upgrade MKIII as I never had issues if I had to MKII guns up. I only made MKIII as I just want to be have completionism.
- The MKIII Fusion Generator isn’t worth the build as the resources to make to keep it fuel is too much. If it didn’t take three spaces up, then it would be more worth the upgrade as you can add more weapons or walls to keep it defended.
- Will there be a way to add wires to generators to stretch the power to structures? If you do add them, it halves the power output taken from that power source to the located structure to not make it easy.