Spacethumper 2

Bug fixes and toning down the (intentional and very unintentional) difficulty.

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My brain might be friedā€¦ but does anyone know how you bridge this gap? Is that a possibility?

I wanna set up turrets on the left ledge as thatā€™s where the slimes are coming fromā€¦ but I canā€™t land on the lower platforms to build the upper ones, and I canā€™t build the upper ones by standing on the edge above them.
Any help is appreciated

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You can just put an elevator there.

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There is a smaller versionā€¦ I only looked for the Freigh Elevator. Thanks. Iā€™m blind xD

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After playing the new version (V0.7.1) I can only say that I like the cave more than the surface, since the resource sources are not so far away it makes everything faster.
This time I entered as quickly as possible, and obtaining the suit upgrades was faster in my opinion.

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Uh whatā€™s with tiny endlessly numbered- slimes that keep coming?
EDIT: ok I found out where these little slime from but thatā€™s huge problem, sentry canā€™t even aim upward. Not only that, I canā€™t do damage them if they arenā€™t in screen which most annoying.

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What does this dialogue mean? Iā€™m attempting to use the teleporter hub to head to the next area hinted at by the changelog, but this is what each character says when interacting with it, and Iā€™ve got no clue what it means.
Iā€™m pretty sure Iā€™m done here, Iā€™ve fully researched everything, set up defences on both sides to keep the slimes at bayā€¦ What else am I missing?

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You have to get max weight with one character and go to the cave where your party is then get another character andd get them at a high weight and go back to the cave then enjoy.

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Woops, that line isnā€™t supposed to show up there.

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Uh, oh. Anyway I can fix it or help pinpoint the issue?

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Nah, I know why itā€™s happening. I just forgot to disallow the line before falling down.

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Full defense seems impossible for late-game. Slime swarms are insane in number and they overwhelm too fast. Other turrets are very lackluster, too; gauss often misses important clusters, and arc is way too vulnerable to be reliable. This was the best defense I could muster, and even still it fails; what youā€™re seeing in this image is half of what I had built to defend here. The next time a wave spawned, it destroyed the energy barrier and energy accumulator.

Slime overwhelming is probably the biggest problem. Defending successfully seems very RNG-based, dependent on the way the slimes bounce. Gauss turrets are really bad in this sense, because if a slime bounces ahead of the rest and the gauss hits it, it canā€™t shoot quickly enough to do anything. See here, my base getting swept because the gauss turret missed the most prominent chunk of slimes:


Hereā€™s an image of how many slimes spawn (ignore the defense, was just trying to get an image of the slimes spawning, I used something different earlier)

All saidā€¦ very fun update!

I actually really liked the cave area, but it had its issues for sure. The slime spawners (the ones that spawn the small red ones) are unreachable, and make energy/metal/crystal accumulation near impossible. It took me a very long time to get out of the cave, simply due to progress wipes by slime swarms that couldnā€™t be dealt with. That said, navigating the cave was the most fun part of this game; building the elevators in the right place, managing resources while making sure your miners and vents are defended, was very fun.

And, though it took hours, as well as repeated base-wipes from slime swarms, I finally managed to max-weight everyone. Eager to see the finished game!

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Loving the update (on 0.7.1) so far! Definitely loving the dialogue too. I have a few inputs on the update as it stands:

1: I experienced a minor audio bug involving the elevator and cave- if you set up an elevator in the slot directly in front of the cave and put yourself too far to the left, itā€™s possible to enter the cave on the way down, causing the elevator sound to continue playing infinitely in that spot once you come out of the cave. Saving, exiting to menu and loading DOES fix the bug, itā€™s not really anything major, just a thing to point out as something that can happen.

2: Adding input to others, if this is supposed to be the normal difficulty, it DOES seem a little punishing. In particular, the ā€œspawnerā€ enemies slow progression to a crawl if a group of them spawns, as once they spawn on one side you have to deal with them first- which usually involves repeatedly building up enough resources to build an elevator and solar panel, then quickly building and getting to the next tier before the slimes have a chance to break it, rinsing and repeating until you get high enough to touch them.

I could see a possible fix of making the spawners have to travel to lower levels/only being able to launch their mini-slimes a set distance from the closest structure or something. Whateverā€™s easiest- I do like the idea of forcing the player to have to go manually deal with them to break up gameplay.

For the flying spawners, either increasing the range of the max tier laser turret or adding in a new turret specifically designed for aerial targets could be cool, the latter could open up more options to enemy types- though I understand thatā€™s a lot more work you might not really want to take on this late in dev.

3: Iā€™m loving the new area and concept of it so far- but itā€™s a pretty brutal difficulty spike. It took me a little over an hour to complete the cave section- I could see it being a cool and fun challenge to think through, but at the moment it just turns tedious quickly because of the massive waves that spawn.

I found myself huddled in a camp most of the time surrounded by sacrificial fortified barriers on top of energy shield that Iā€™d have to rebuild every time a wave came from the right side, building up enough resources to weather the storm then quickly rebuild, build back up, do a quick exploration then return to harvest again before the next wave had a chance to knock everything out. I like the fact that thereā€™s more variety with the slime types spawned per wave in the cave, I just think the spawn
countā€™s WAY high at the moment.

In more positive suggestions, it could be cool to add in a little bonus interaction if you get all three characters to max level and back in the cave after clearing it. ā€œā€¦Arenā€™t we playing with fire here?ā€ and then loud metal creaking or something to that effect- though again I understand if you donā€™t want to mess with doing that, Iā€™m not sure how hard it is to add in those interactions. Also not saying itā€™s even a re-visit to the cave, just a one-off interaction between the three- the interactions are honestly one of my favorite parts of the game so far.

Overall enjoying everything, just trying to throw in some problems/suggestions I noticed to make it even better!

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So, now that Iā€™ve finished the second section of the game, hereā€™s a minor bug report: If youā€™re going fast enough when you run out of the cave after the floor gets replaced, youā€™ll fall through the floor during the fade out. Thankfully, it doesnā€™t affect gameplay.

Screenshot (minor spoiler)

For some reason, Taumaā€™s ā€œYou look bigger in personā€ dialogue with the captain didnā€™t trigger until I was going through the second section as Tauma. I seem to remember it triggering much earlier in past versions of the game, which would make more sense, considering the nature of the conversation.

I also noticed that the colors and ā€œvoicesā€ for some of the dialogue seemed to be mixed up (i.e. it seemed like one character was speaking, but the text color or voice pitch was that of another). Unfortunately, I lost track of the exact occurrences pretty quickly, as it seemed to affect multiple conversations.

Finally, as others have said, the slimes in the second section are still rather overwhelming in version 0.7.1. However, theyā€™re also very cheesable.

They accumulate on the bottom level of the area, and thereā€™s nothing that you absolutely NEED to maintain down there, so you can just build an elevator, ride up to a safe ledge, and completely ignore the slimes as you set up a base. Eventually, theyā€™ll hit the spawn limit, rendering the spawners themselves harmless as well.

In my playthrough, once the slimes had destroyed all the structures on the bottom level, they clustered up in the middle of the area, right under my base, and they stopped trying to go after my other buildings unless I built them in view of the slimes. The only thing they were blocking access to was the big crystal deposit at the top of the area (the slimes gathered right around where I would have needed to build the elevator), and since I didnā€™t need to reach that deposit, I was able to just walk past them as I completed my search for the crew members.

With all that said, though, I do very much like the update. The interactions between the characters are a lot of fun, and I enjoyed engineering (and over-engineering) efficient setups for everything. For example, this was my Energy Accumulator setup for farming upgrades:

Screenshot

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Iā€™ll admit that in this update I had to bust out UndertaleModMaker and edit the game to fix the various issues with the mob spawning, and even then I had trouble later on in the 2nd section. Mind, I didnā€™t play the 0.7.1 fix since I was already working though 0.7 and the only issue I had found that I wasnā€™t fixing I knew how to avoid as I had made the bug report on it.

To get down to it, I had fun with the underground portion, even though I had various issues in dealing with the enemy spawns since they fall from above. Being forced to use either steam or fusion reactors meant that I either was limited on where I could put defenses or I had to make sure the reactors had crystals in them, and while the juggling of resources was a pain to do for the most part since most spots that had crystals didnā€™t have metal deposits and versa visa, it was very much a game of running back and forth between auto-miners once I had stations properly set up. I still want to echo a couple commenters on the fact that the slimes really shouldnā€™t be able to target platforms (though I understand them targeting hab walls), since itā€™s a pain enough as is making platforms to go between sections since elevators constantly get destroyed until you put a clamp on the slimes.

Iā€™ll admit though that I got lost in trying to find Toura since thereā€™s little indication that the spot where the steam vent is in the narrow outcrop overlooking a metal deposit has more area above it. Dax was easy to find comparatively since his directions were spot on and wasnā€™t a bad spot to set up stuff for later. had I known, I wouldnā€™t of spent so long building hab walls (did you know you could just build hab walls and not even bother with the reinforced platforms? I didnā€™t until that point!) getting to her.

I will say I wish the Gauss cannons had more range to them. I felt like there was little point building them when the lasers did their jobs outside of larger waves. Also the energy barrier is kindaā€¦ lack luster for the larger waves (especially the tsunami of oranges). I feel like there needed to be a larger, tougher version that actually took like, 20-25 energy minimum to power that could just tank larger waves but could still get overwhelmed if you didnā€™t have the proper DPS from say the Gauss cannons.

The enemy balance aside, this update was pretty solid, though while going through the gameā€™s code with UMM I did notice some thingsā€¦ namely, a limiter removal and a crystal condenser. I know the former is possibly for endgame but the latter seems like something youā€™d use for the underground portionā€¦. Something to ponder aboutā€¦

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can you tell me how to do this or link to a good guide? I want to do that too

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I ran into a softlock.

I have powered an elevator with a fusion reactor and it ran out of power with walls to both sides so Iā€™m trapped in a box. You might need to make elevators always able to descend even without power

mild spoilers - Pic of how I got stuck

image

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Iā€™ve been meaning to pop in and say this ever since I joined this site, but Iā€™ve been playing not just the space thumper games but some of your lesser-known stuff for a while now. These are probably some of my favorite WG games, and they inspired me to take a jab at game dev myself.

Itā€™s really nice coming back to this and playing it again, I really struggled (twice) at the tutorial since I didnā€™t realize I need metal to build most things now. Itā€™s not that hard to figure out if you actually use your brain, either by looking at the requirements in the build menu or catching onto the vague hint in the dialogue, but most people here donā€™t use their brains. Maybe when you talk to the robot again and they remind you to use Q and W, also have them mention that they may need a little metal as well.

I also just now noticed the adaptive music, thatā€™s super cool!! Iā€™ve never noticed that in the earlier builds, it really adds a lot into growing larger. All the systems in this game seem a lot more thought out too, really makes things a lot more challenging, and I like that.

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can you tell me how to disable the slimes? or at lest make them spawn less and take a longer time to do so?

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in gml_Object_mng_enemy_Create_0, thereā€™s some variables that you can modify like minutes_between_waves (exactly what it says, how long it is between each wave of slimes) and enemy_cap (how many slimes are allowed to be active at once.).

gml_Object_mng_enemy_Other_11 has the wave types and the ā€œweightsā€ of each slime type for them. Keep an eye at Create_0ā€™s code as that has the list for which enemy number is which, skipping 0 since thatā€™s the dummy slime and the code doesnā€™t call for that one.

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