Spacethumper 2

I got a game crash:

To be honest, I’m not exactly sure what caused it, because there was a lot going on at the time. I tried to build an overelaborate multilevel defensive structure, and the slimes were destroying it, and I fell off an elevator… but I guess the crash message suggests it was the elevator?

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Yeah, the teleporter is non-functional st the moment.
Elevators can only built on the ground, and cannot overlap non-platform structures at ground level.
I do have plans for more reasons to expand toward the edges of the map, but that’s still a little ways off.

MK III generators were just the best generator in every situation in the last game, this time around I’m going to be more careful with how powerful they are.

Wires will not be a thing for two reasons. First, the whole “living battery to transfer power” premise of the game kinda falls apart when you can just… not have to do that, and second I would have to rework how the energy transfer works entirely, which I don’t want to do.

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Weird, looks like it’s trying to play sound through the wrong object, I’ll have to look into that.

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Can someone tell me how to craft a research station?

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It’s in the special tab in the build menu, which you get to by pressing Q.

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There is nothing in the special tap

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I’m I doing anything wrong?

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have you completed the tutorial yet? if not, it does not exist

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I’m definitely liking the added crew interactions. Everything from Pilot’s reactions to her weight and others’ mentions of it, to Engineer/Tauma’s initial max size conversation. I don’t know if I accidentally skipped it, but is Miner’s initial max size conversation supposed to be just him saying “Oh” and then ending?

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if I may make a suggestion, maybe taking advantage of cave/underground mechanics by placing crystals in cave areas while making reactors only attachable to mines might make them both a good source of power, but also have a decent enough limiter to prevent mass spam as you chose to take down a mine’s drilling by manually harvesting them

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You have to complete the tutorial first, mining metal with a drill will let you move to the game proper.

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I’m gonna say it; I haven’t played it yet but I feel like it should be said.

Is there a “skip tutorial” button?

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Been poking at the new update… here’s a few of the things i’ve noticed so far.

  • The dialog to advance from tutorial to the game proper must happen in order, even if you do all the things necessary before any dialog starts. Talk To Sen > Place Generator > Reach 200 Energy > Build AutoMiner. If you don’t do any of those, such as for instance building the generator without hitting 200 energy first because you built it in multiple bursts, then the tutorial won’t advance until you do.

  • Relatedly, is the Miner’s 1080-size dialog supposed to be just a single textbos of “Huh.” at the moment? It’s odd enough that i can’t be entirely sure if its just an unfinished dialog, or being interrupted partway through.

  • Looks like a few of the older changelog tweaks have reappeared. PCs seem to be losing energy again when they’re moving around in the cave., and you still can’t build immediately to the right of a wall or ledge.

Image of build prevention here...

Wall of Prevention

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First time player did a full-ish run (got most upgrades besides the last two tiers on the mobility suit ones, made a teleporter which I thought was going to be the end and reached the end of the map where the slimes spawn and then stopped after realizing there wasn’t much to do and that I couldn’t build more than one layer higher than ground level.)

I had a very good time with it but am more interested in where the project goes from here. I just wanted to give my feedback.

First thing I liked, even though there wasn’t a lot of it, is the crew interaction. Got a decent feel for the characters from that but the names just did not stick with me. Can’t tell you why, but I can picture the characters very clearly but the names escape me. Hopefully they have more to say as time goes on. Also Fen having more dialogue (can remember that name cause its written on the robot) would be great. My heart needs more robot mascots in game, despite the high number that already exists

On the more technical side, I enjoyed the running back and forth and base planning around the energy management. I think my biggest problem in terms of gameplay (Something that hit hard during the mid point) is there was no real reason to explore. In fact the player is actively punished for it sometimes because the elevator is a very vulnerable structure while being way more expensive early than anything else. Point being is that there is nothing stopping the player from just staying and upgrading the starting area. Im sure this is just a symptom of the early access nature but here are some ideas to fix it.
Different kinds of resources you need for late game upgrades only being available at the end of the map.
Make it more clear where the slimes are spawning and give the player knowledge and ability that they can seal the spawner somehow. (depends on how you want to handle it but the fix is giving the player a concrete goal)
Give the player less space at the start or have them only get crystal at the second level
Give wind turbines and/or solar panels a bonus to power production for being higher elevation

In terms of balancing I am of two minds about it. On one hand this is technically a tower defense game, on the other I like the laid back feel of it and found the running back and forth to check on damage to be tiresome. In my experience the slimes were trivial to deal with until they suddenly aren’t. You can get by having a single laser turret with a barrier in front for most of the game. (course you upgrade them as you go) That said, the instant one side falls it falls hard and you can lose an entire level before you can get back to the other side of the map. A couple suggestions here. One, have a different indicator for when slimes are coming and when things are being damaged (maybe have a separate indicator altogether for barriers being hit) This means that you are better warned when your defense fails and know to run back) Two, a way to see turret range to better plan defenses

The tech side just needs more depth honestly, fairly standard tech tree. I liked the graphics used for it, very nice touch but there isn’t much to say about it.
Quick question, is there any differences between the small crewmates in terms of base stats? I noticed a few differences between them and the captain besides the obvious.

Just wanted to say again that I really enjoyed my experience with the as it is right now. Hope this helped a bit in whatever way.

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Got an error. I just got to the bottom of a regular elevator and then that’s when it happened. I don’t know if it’s related to that or not but I think providing as much details as possible about it is good. Otherwise, I wasn’t really doing anything in particular when it happened.

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I just got the same exact error again twice, and it was right after slimes spawned on the right side. I have Arc Field Generator MK2s set up where the slimes come out of, and it seems like every time they attack, it crashes.
However, when I was setting them up, and they attacked, it didn’t crash. And I tested it again just now - I loaded my game and immediately ran over to the right, and it seems like as long as I’m there to watch them attack, it doesn’t crash.
It seems like as long as the Arc Field Generators are visible on the screen when they attack, it doesn’t crash.

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Having Fun with game, haven’t found any problems on my end besides Arc Generators not seeming to work or do anything

Also Does the Teleporter work? Or is that a Bug too?

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Ooo I hope there’s some immobility in this one!~

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This game is amazing and I can’t wait to see where it goes!
I have a couple thoughts and suggestions!! (I know I made a post with some suggestions previously but these are NEW suggestions (but that’s not to say that I don’t care about my previous suggestions - no, I still do, and I still think they’d be cool additions, but yea.))
I would link to that previous post if I knew how to on this website because I’m still really passionate about those previous suggestions, but instead, I’ll just summarize them here:

  • A jump button! (which you can use to cross gaps in platforms at smaller sizes, or something like that)
  • Solar Panels being able to function partially and/or Wind Turbines being able to function at maximum performance when placed underneath the lower tier walls, because as you can tell, both wind and light should be able to travel through the gaps in the walls. If not, a new type of wall which will allow Solar Panels to work, but isn’t very strong (I suggested glass walls, or crystal glass walls, made of the purple crystals). These walls could potentially not support certain structures, or maybe even break if the player tries to walk on them at larger sizes.
  • Being able to upgrade things further in the Upgrade Bench, (and research table, for that matter)
  • Easier to remain at the largest size. (Which I see seems to have been taken into account a little bit in the changelog with “decreased movement energy cost” for version 0.3.2. Awesome!)
  • Unique scene, ending, or piece of dialogue for if/when you get stuck between the two rockfaces to the left of the starting area. (very minor and unimportant but would still be cool to see!)

If you want to hear my logic and thinking behind these suggestions, you can just scroll up a little to find my original post. It’s an absolutely massive wall of text, so it’s hard to miss.
Also, I just want to mention that a lot of stuff I brought up previously seems to have been taken into account, like how you can now hold the shift key to construct buildings on elevators without going up them. That’s super cool!
Okay, now for the NEW stuff:

  • A map!
    I have on multiple occasions instinctively pressed the M key, expecting to see an entire overview of my whole base, only to be disappointed when nothing happens when I press it.
    Now, I understand that having a full map of the area right from the get-go is a bit spoilery, but that’s exactly why I think it could work either similarly to Terraria (or probably a lot of other games, for that matter), where more is revealed on your map as you travel and scroll the screen to areas that you haven’t seen yet, OR, it could be an upgrade via the Research Table. One of the two I think would be neat.

  • A Slime Turbine!
    How many players do you think tried to put a Steam Turbine on the slime spawner when they first saw it? I know I tried to. That’s where this idea comes from.
    Now, I don’t know what the future plans are regarding enemies, but as it stands right now, you can make a setup which completely makes slimes not a threat whatsoever. All you need is a couple turrets, a couple arc field generators, and a couple self-repairing walls, and you’ll never have to worry about slimes again.
    So, it’s safe to say that regardless of if a “Slime Turbine” exists, slimes anywhere from the mid to late game already become a non issue. So, it wouldn’t be so farfetched to theoretically unlock a structure which completely blocks off slimes from spawning, and can even generate energy from the slime spawners, because at that point, you would have already completely nullified the slime spawners anyway.
    I would propose that this theoretical Slime Turbine is a very effective energy generating structure, probably somewhere around the level of a tier 3 Fusion Reactor, except it doesn’t require crystals to operate, however, obviously, it can only be placed on the slime spawners.
    I would expect this to be a very end game tool which you pretty much unlock after everything else.
    Again, I don’t know the plans for enemies, but I would suggest adding other enemy types than slimes, which don’t come from the slime spawners. That way, even if you have a Slime Turbine in both slime spawners, you still have at least something that you have to defend your base from.

  • This is crazy, and probably way out of the scope of this project (even more so than all of my other ideas, which I’ll admit are already very wishful), but I’m passionate about this game and I wanna present every single interesting idea that I have, so I’m gonna mention it anyway:
    More levels.
    Imagine if you finish constructing your base in the original area, and you’ve unlocked all the upgrades, and researched everything you can. What if you could progress the story, and maybe discover other parts of the planet that you didn’t have access to before? What if there were new minerals there, other than just metal and crystals, new enemies. As I listed in my original suggestions, the ability to upgrade things further in the Upgrade Bench would be cool - What if THIS is when you unlock that ability?
    It’d be so cool. You’d have new minerals, maybe new scenery, a new map layout which could present its own unique challenges when constructing your base, new enemies too.
    And that’s not to say that your original base would disappear. No.
    I’m imagining that there’s multiple of these levels, and you can set up a base on each one of them, and maybe transport between them with teleporters, or whatever else-.
    I know it’s a huge, crazy, elaborate idea - maybe more of a Spacethumper 3 thing- (if that’s ever gonna come to be). But ye, it’d be sick.

Other than that, I just wanna close with some thoughts:

The dialogue was awesome. I hope there’s more of it to come.
I really like how Tauma seems to be the main character this time around, and I’m really excited to see more of her reactions to gaining more and more weight. It’s cute that, unlike the other characters, she seems to be the only one who gets enjoyment out of becoming larger, if even she was unaware at first.
It’s nice.
I mean- the characters as a whole are just really cool. I think Tauma is my favourite but I like all of them.

I know this has been a thing for a while now, but the music becoming more complex as you become bigger and bigger is really sick. I forgot to mention it in my original big post, but ye.

The different varieties of slimes is a great way to shake up the enemies, but some of them are really strong. They destroy your structures in like one hit sometimes. I can’t tell if I like that or not. But I definitely understand the function that having enemies like that fulfills, because beforehand they were even more of a non-threat than they are now, so yeah.

The parallax scrolling in the background is a great touch!

Ye. That’s about it. My suggestions probably suck but regardless of where this game goes, it’s gonna be awesome!
I am eagerly awaiting future updates!

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0.4.1 bug report:

Elevators sometimes bug and can’t go down, they still go up and down depending on your level, if the player is on the ground and they press up in this bugged state, the elevator will teleport them up instantly and then they will fall down to the ground again since the elevator is stuck down. The issue may fix itself randomly by exiting and re-entering the game or just by playing.

Sometimes when enemies attack an elevator when you’re on it or when you’re being transported the game flat out crashes.

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