based on what everyone has mentioned so far, and looking at the game, you might want to look in settings, and maybe rebind a few things
Iāve found a bug. I made a save prior to purchasing the upgrade āReinforcementā at the research table. I then purchased the upgrade, then reloaded the save while in-game.
When I interacted with the research table after reloading, it shows that I would still need to purchase the āReinforcementā upgrade I originally went for, but I could also purchase the āHabitationā upgrade while also being able to build structures under the āReinforcementā upgrade. The bug does go away if I reload the save from the title screen. So basically, any upgrade purchased after a save will stay if reloaded while in-game.
Though, if I purchase a future upgrade without purchasing the pre-requisites, save that progress, then reload from the title screen, I still have access to that upgrade, but the pre-requisites still need to be purchased.
Also, while typing this up, I had the game paused and a balloon slime was sliding across the screen while a turretās laser was fixed on it. I did not get a chance to screen it.
Finished the game in about 3 hours on 0.9.2.
The good:
- The gameās premise as a weight gain strategy side scrolling and resource management game is really good.
- The two progression trees are simple, sensible and easy.
- The game despite being set on a barren world where the characters are rushing to get off, the interactions between characters at stages of weight makes the game feel quite lived in once you get going in terms of resources and infrastructure.
The big bads:
- The micromanagement to handle slime attacks is almost unbearable. Having to go back and forth between ends of the bases to deal with slime attacks drove me up the wall because:
- The turrets have limited offensive range (biggest issue for me) and capacity, and on top of some higher energy generators requiring more space means you can reasonably only fit maybe 3-4 turrets within range
- Energy barrier nerf means that fortified barrier is a better option, so I ended up having to go back and forth to repair the barriers while my turret are doing the work.
- The slimes waves on top of HP buff have made mob killing tedious especially with more elaborate builds. The red slimes in particular are nasty when you have swarms of tiny slimes coming in and overwhelming your defenses all the while and your turrets only reasonably hitting 1 target or penetrate in a straight line.
- Tl;dr you get punished for making elaborate setups, prompting you to finish the game quick rather than enjoying it.
Thatās not to say I didnāt enjoy it ā I definitely did! Balancing is still actively being done from the looks of the patch notes so a bit more tweaking and/or having a casual mode for more creative endeavors would make the game more enjoyable.
spacethumper multiplayer when??
haha jk⦠unless? ![]()
but unnecessary chatter aside, most pleased by how far this project of yours has gone! with 2 entries and a fan game, it only brings joy to the eye
looking forward to just how much better this can get, and wishing you all the inspiration, willpower and passion required to enjoy what you do ;]
a gift of adoration!
Still working on updates and addressing the other comments but I had to leave a comment saying this is phenomenal! I love how goopy you made the slime and the coloring is really slick.
Alrighty, big response time.
A+ comment, very insightful and exactly the kind of feedback I need.
It hit me while I was doing bug fixes for that part of the menus, once I realized you could spell stuff out it became a fun little challenge to see what could fit in just 6 characters.
Iāll be honest I could not figure out what would be causing that, I couldnāt reproduce it myself but I did have to do some unrelated fixes to the research table so hopefully I fixed it accidentally.
Man I wish, Iām not even sure how where I would even begin for something like that but it would be so cool.
Now as for the general issues with difficulty, I believe Iāve done my final tweaks to make the difficulty reasonable at the base level. The next version wonāt have difficulty options yet (yes I know grumble grumble) because I want to see how much I should adjust things by for them, but the version after that definitely will.
Actually letās start that process now with a question Iāve been curious about. For an easy difficulty, would people prefer an actual easy mode, or a casual mode like the first game where base defense is removed entirely? Iām very hesitant to do a casual mode since the base defense is pretty critical to the game this time around, but if enough people refuse to play the game on anything but a casual mode I can try and figure something out.
Thereās also a redesign of the objectives in the caverns in the works since Iām not happy with how that area plays at the moment, but that one might take a little longer.
I think an easier difficulty where, for example, waves take longer to come out, would be perfect to be able to replay the game without feeling like Iām missing out of half game,
Since parts like the radio tower occupy enemies to function and be funny.
I think the game should have 4 difficulties:
Pacifist
Easy
Normal
Hard
thank you kindly for the reply!! itās so nice to have an outgoing dev who is willing to answer peopleās questions about the most random stuff (lol??)
tbh i was joking about multiplayer, i could see it as a feature in a not-so-close future, because first the game needs to be polished to the point where it can even be considered āfinished for single player, now letās throw in three other spacethumpersā. oh boy thatās not happening anytime soon, and itās totally fine! i mean, there are so many things just waiting to be thought about and implemented into the gameā¦
This one is a lot of little fixes and a bit of an overhaul for the caverns to give a clearer objective to what youāre supposed to accomplish there. If youāve got a save thatās in the caverns read that last patch note!
Can you embed the zip file here? My windows defender is detecting malware named wacatac . b!ml when I get it from Itch dot io .
I loved the redesign of the crystal cave section.
Having all the characters playable instead of just the one you entered feels much more natural.
I just think the other characters leave the cave too quickly, since they disappear as soon as you destroy the six crystals and not when you leave the cave for the first time.
This makes me think they disappeared due to a error, since I hadnāt made any portals at that time.
Thatās a common false positive for gamemaker games, itās going to flag that no matter where you download it from.
Quick bugfix update.
Update for a few complicated things, weāre getting close to 1.0 now!
1.0 in 2025 is feasible OwO
Iām hyped!!!
We gonna get Spacethumper 2 1.0 before GTA 6?
So how does sprite swapping work in this one? Are the base sprites stored in a different location from Spacethumper 1?
Nope, still in the local appdata folder. I havenāt fully implemented them for all the sprites, and since the hitboxes are also affected Iāll need to make a more extensive tutorial for sprite swaps. Right now Iām still testing out the systems but the sprites themselves are swapped in the same way.
Ah, alright, good to know! ^^ Iām guessing the templates wonāt be released until youāre happy with how itās working in testing?


