This is amazing, are there plans for other worlds? like throwing into a volcano, or throwing crystals or plants instead etc. These games seem to be short lived, but this one appears to have more substance, would love if it had more worlds, even they were dlcs.
Amazing game btw, thanks. PS: don't forget about steam deck on steam.
Nice game! Minimal bugs (Only one was when one of the peons randomly stopped moving while he was carrying a orange crystal, fixed it by clicking on him)
This is a really fun game to sink some time into! I can't wait until this gets dropped, Day 1 purchase for me when you release on Steam. :)
I did have some thoughts for your consideration:
- Peon happiness could be shown as an overall percentage or just color the sprites a different color depending on happiness to get a feel for the overall happiness (i.e., light blue for happy, pinkish for unhappy, etc.) I'm not sure if independent happiness per peon is feasible given the lightweight nature of the game and the lag that can happen in incremental games of this kind (i.e., large populations with multiple things happening all at once) but I'm not a game dev so I'll leave that to you.
- I'm unsure if I just didn't get to these recommended skill tree/building upgrades or not so ignore it if I just didn't see them. --- 1. blue shard power to convert trash to cash with 50% reduction from building/talent upgrades (essentially to clear up clogged buildings. 2. Add a function of the compressor to recycle a peon (or peons on future uses) into shards and/or convert yellow shards into cash. 3. an addon to the Catapult that lets you use the cannons to blast the clouds while they are hovering over the pit to automate the process, as the Compressor imo is just far more useful (from what I can see in the limited demo anyway) than the Catapult is.
i’m an absolute sucker for incrementals that have kinematic components. this is adorable, wishlisted on steam, guaranteed day 1 buy if you successfully release something.
i did however run into everything myocytebd mentioned below, and additionally:
‘power compress’ doesn’t have any visible effect. it doesn’t help that you can’t see how much is inside the compressor through any means i could determine.
‘throw all’ is very underwhelming, and doesn’t really seem to accomplish much. just a few objects from storage get tossed, not apparently helpful. (and again, i have no idea how much is in storage).
‘all happy’ is impossible to tell if it’s working, because peon happiness doesn’t seem to be visible.
‘clones’ is pretty neat, but unreliable; sometimes it gives a lot fewer bonus peons than i expect.
‘compress all’ is very misnamed. it doesn’t actually seem to remove any garbage from the map, just generate new garbage on top, and it doesn’t even seem to be proportional to what’s currently on the plateau.
‘bulldozer’ is the only one of the powers that actually seems to mostly work as intended, although when you need it most (you have a big hill, esp after an earthquake) is the time it is least effective, due to the way garbage just flows over and behind it.
additional weirdnesses: after a while my peons started only carrying 1 or 2 garbage despite being trained up to 7. they’re also very prone to diving in the pit despite trying to use ‘all happy’ (making me suspect it doesn’t work right either). restart appears fix it, at least
~~navigating the upgrade screen is very difficult. wasd/arrows don’t seem to work, left click to drag doesn’t work, right-click to drag SORTA works, but it creates a new tab in my browser first (???) so i have to close that, then the drag state is locked until i right click to release it.
(browser is vivaldi on linux, in case that matters)~~ (bah, strikethru not supported here)
it turns out i had some weird gesture feature turned on that interfered with right-click drag. fixed now. blah. (i would still like to be able to use the keyboard to navigate the upgrades screen)
settings don’t appear to be remembered across restarts.
hardness appears to result in buildings going NEGATIVE on stability after earthquakes, which as myocytebd notes means no more yellow shards. so i’ll probably have to start a new run to keep messing with this, and NOT pick up that upgrade.
honestly the biggest thing missing for me is more info. when i look at a building, i want to be able to know more about its current state
how much does it hold? how much CAN it hold? how fast is it doing stuff? what were the upgrades i bought earlier that i can’t remember? what exactly does it mean when it says it multiplies by peons?
The many cloned peons seem to have a higher chance to get stuck, and often in the same/nearby place. It might be the reason that you think fewer peons are spawned.
The new version looks good: less bugs, better performance and improved gameplay.
Now the most efficient way to fill the hole seems to be make a hill of garbage and let them fall in by gravity. It is hilarious, but unfortunately game is not yet performant enough to be played this way.
Some bugs are not fully resolved:
- Peons occasionally freezes; (throw them does help)
Some new problems:
- Bug: building UI buttons "click through" to building button;
- Bug: peon inside building may disappear, and the building cease to function until restart; reassigning peons does not help.
- Upgrade: +stability at earthquake seems to be an anti-upgrade (at level > 1), cos it lead to no yellow shards drop.
- Minor bug: Train UI displays upgrade lv.10 is "Max" at building lv.5, but not if lv>5.
- Bug: Drone max level upgrade doesn't allow upgrade > lv.4 if upgrade happens after 1st drone built. (doesn't recover after restart; but may recover after some random time)
- Bug: Upgrade - keep money after earthquake does not work;
- Bug: sometimes game suddenly spawns tons of garbage at the middle of map.
Bug: Upgrade - keep money after earthquake does not work;
Bug: sometimes game suddenly spawns tons of garbage at the middle of map.
as far as i can tell, the latter is actually the implementation of the former; you “keep money” by getting a bunch of low value garbage that adds up to the kept percentage.
imo these need to be higher density; low tier 1 point garbage just ends up flooding the map and there’s nothing you can do about it, and you can’t remove upgrades
I would say that these bugs, minus performance, are trivial to fix.
The performance problem is probably non-trivial because unity is hyper ineffecient, maybe unity physics + gameobjects should be avoided in the first place.
I was trying something new. With the building upgrade cost changed, the peon will not respawn if there isn't enough capacity. I'm currently building the new upgrade tree and there are upgrade for initial max capacity and to prevent peon dying.
Peons commit suicide really fast -- unless the new upgrade is immediately available on 1st earthquake, it would really annoying. Why not directly fix this trivial bug?
Fun little game! Here is a long rambling post of minor stuff with no high-level feedback.
A couple bugs:
1. The power building doesn't release workers when you click minus or destroy it, so eventually it says you have 0 peons and none of them can do anything. 2. If you interrupt a peon repeatedly, or the catapult sends stuff near the pit, it just sits there and no one picks it up. (can be fixed with bulldozer, etc). 3. When you click + or - on the number of workers, there's a UI bug where sometimes it selects a neighboring building 4. In "Training", after level 1 the text overflows and you can't read the requirement. 5. Rarely, a rock can fall through the ground from the clouds 6. Not all output/throw upgrades work for all buildings. Don't remember which ones, sorry. Also some buildings don't have the option 7. Peons can sometimes end up standing in place. If you move them, the "peons at a desk job" counter goes down and they can do something again. 8. For some reasons peons sometimes just charge straight into the hole. Don't fix this, it's hilarious. 9. The first time I put down a power building, the stability drained REALLY fast (like 4x other buildings). Only the first time. 10. When Power is destroyed, the little power icons don't immediately go away under neighboring spaces.
Some other nits which aren't really bugs: - Building unlock scaling is much slower than earthquakes, so you end up with leftover blue tokens. I'd make buildings wear out faster (but return more resources when they're destroyed). -More than one training tier, please! -There's not too much point to houses after the beginning. If rest helps, I don't know how, you can't get it to stop pooping trash, and once you have peons, they don't disappear without houses. -I'd recommend hiding anything that isn't available yet, instead of writing "not implemented". -In Research, it would be good to hide (or move the the bottom) completed research -I'm really reluctant to build new things or upgrade near the earthquake. What if it just reduced a lot of stability, instead of destroying stuff? Or probably better, what if when a building was destroyed, you got all the resources back? (just as garbage) -The middle game is pretty boring, not much new to do -The first time the pit fills up, it's not very obvious what to do. Maybe give all the peons a thinking bubble so you know why they stopped? It was especially confusing to me that the guy carrying the orange thingy stopped, because I didn't know what it was yet, and he was moving so slow to start. -Clouds are a bit pointless. By the time I realized I could click them, they were worth nothing. -Needs more sounds! -Make the cooldowns for everything more different. Some buildings should wear out faster, the bulldozer and clones should take different lengths of time, etc. -Generally, the game make my CPU fan turn on, better performance would be nice to not kill my battery. -The catapult pipe shouldn't need another worker
Oh PS I unlocked everything except Drone and Balloon (and I think I never bought a machine gun)
This is a really good quality list! A lot to think about.
"catapult pipe shouldn't need another worker": I was thinking of this one, I thought the pipe was a strong upgrade and needed a downside.
"I'm really reluctant to build new things or upgrade near the earthquake": The first idea behind it was to have some sort of 'prestige' that a lot of incremental games have. At the same time, building getting destroyed might be annoying for some.
The problem isn't really that stuff getting destroyed is annoying. Imagine a big banner that says "in 5 minutes, you will level up and everything will be destroyed".
The problem is that those 5 minutes are now boring, there's nothing to do in them. (If you reset $ too, I might spend it but the minutes are still pretty boring)
I understand what you mean now and it make sense. I'll probably have to go with one of your suggestion.
I'm currently trying something new first. The money spent on a run will determine the reward given (ex: need to spend 300$ to get a blue shard and the extra is given back).
Pathing is a bit weird, I wish there was research for making the peons prioritize filling the catapult. also even after training, they don't always pick up two nodes. Also the peons don't always go into the buildings you assign them too. and if there is an error or a problem, it would be nice if there was a popup or something.
I found that after the power building goes down the first time, I have to save and refresh the page to get peons to go into the building. Is the stability random? I feel like I JUST build an industry building and it popped 30 seconds later.
There is a Discord but nobody visited it so I stop linking and looking at it. You can post things here for now.
I'll look into all the things you wrote. Peons sometime get lost. They usually just do what is the closest to them. When a peon is assigned a building, it's a bit random and could be someone that is in the house...
Stability starts at 150 and then goes up by 500 every time it goes to 0 (150, 500, 1000, 1500, ...). The stability goes down by the number of earthquake. For example, after 3 earth quake, the stability goes down by 3 points.
I still need to find a better system. Maybe I'll just make it go down by 1 all the time or maybe the building shouldn't get destroyed. I like the yellow shard concept since it allow people to choose which building blueprint to get. This makes the game a bit less linear.
when you keep putting already compacted stuff it eventually gets to millions of dollars for one item. Also when is next update I am curious what the store and electricity does
Seems I broke it. I used a lot of compressors and made really pricy stuff, but it broke the system and I have negative $116,819,716
Even if it bugged out, I had a ton of fun with the game for what it is so far! Keep up development! Would love to see what this becomes! Fantastic work!
I'll be working on it this weekend but I don't think I can add anything major with all the fixes that are needed :( I don't want to guarantee any big update soon.
Eh shit gets stuck too much, upgrades and whatever don't help. Finished game woulda done more but the rock physics are breaking often and catapaults will fire and just spawn rocks above themselves. I'll be back if/when you update this was fun
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The demo was great fun - wishlisted and am eagerly looking foward to the full release!
cool
Gameplay and Critique ;)
Is there any kind of invisible wall or braking force for the occasional small trash that picks up a huge amount of leftward momentum?
Am I understanding correctly that buildings gain max durability each time they are rebuilt?
There should be a wall or they get removed. I'll verify if this is still working.
You are correct, new buildings have full durability.
very satisfying, I just wished there would be more music instead of two songs coming up time to time
Can you add zoom in and zoom out to wasd/arrow keys, like ctrl and up/down. Also can you make 'F' fullscreen.
Good idea! I'll look into that.
This, mousewheel should never be a required control for a function; they tend to break fairly quickly.
- and = (+) buttons are a common one for zoom, of course.
This is amazing, are there plans for other worlds? like throwing into a volcano, or throwing crystals or plants instead etc. These games seem to be short lived, but this one appears to have more substance, would love if it had more worlds, even they were dlcs.
Amazing game btw, thanks. PS: don't forget about steam deck on steam.
There are no other worlds... It'll probably be the length of games like Nodebuster\Digseum. There will be two endings.
I love how when you throw a grumpy guy into the pit, they respawn happy, it's probably a bug but I think it should be a feature!
I think I preferred the Gnorps
Nice game! Minimal bugs (Only one was when one of the peons randomly stopped moving while he was carrying a orange crystal, fixed it by clicking on him)
Nice trash
This is a really fun game to sink some time into! I can't wait until this gets dropped, Day 1 purchase for me when you release on Steam. :)
I did have some thoughts for your consideration:
- Peon happiness could be shown as an overall percentage or just color the sprites a different color depending on happiness to get a feel for the overall happiness (i.e., light blue for happy, pinkish for unhappy, etc.) I'm not sure if independent happiness per peon is feasible given the lightweight nature of the game and the lag that can happen in incremental games of this kind (i.e., large populations with multiple things happening all at once) but I'm not a game dev so I'll leave that to you.
- I'm unsure if I just didn't get to these recommended skill tree/building upgrades or not so ignore it if I just didn't see them.
--- 1. blue shard power to convert trash to cash with 50% reduction from building/talent upgrades (essentially to clear up clogged buildings. 2. Add a function of the compressor to recycle a peon (or peons on future uses) into shards and/or convert yellow shards into cash. 3. an addon to the Catapult that lets you use the cannons to blast the clouds while they are hovering over the pit to automate the process, as the Compressor imo is just far more useful (from what I can see in the limited demo anyway) than the Catapult is.
I can't wait for this to get a full release!
Peon hapiness are only visible with their expression, but it's hard to see with the low pixel. Maybe I'll add some emotion bubbles or something.
You gave me some ideas, I'll keep those in mind.
really enjoyed the game!! :)
one small suggestion i noticed while playing
it would be great if there was a visual distinction in the upgrade tree between unable to purchase, able to purchase, and finished.
it was kind of annoying always having to hover to see if i can afford something or if i can upgrade one node multiple times
That would be a good idea! I'll see if I can do something.
Add a anti lag / mobile phone controll so you can reduce lag when playing with mobile.
When throwing a ball make it keep sailing not just falling when you let go
And put a button that when you press all of the workers teleport to the entrence because you can throw them out of bounds and they will get stuck
yes add achievements please and statistics.
-Times Buildings Exploded
-Trash Tossed by Player
-Number of Trash tossed by Peons
-Number of trash tossed overall
-Total Money made
-Orange Crystals collected
-Blue Crystals Collected
Good ideas, thanks!
The weird "Building Upgrade" (with incomprehensible description) reduces building upgrade cost to negative.
Thanks for that! I'll take a look at it.
I want to add quests\achievements. What type of achievements would you like to see?
Number of trash tossed?
Number of dead guys?
Number of trash you tossed yourself?
Number of smog clouds killed?
Threw away one of my small guys, he never came back 5/5
i’m an absolute sucker for incrementals that have kinematic components. this is adorable, wishlisted on steam, guaranteed day 1 buy if you successfully release something.
i did however run into everything myocytebd mentioned below, and additionally:
‘power compress’ doesn’t have any visible effect. it doesn’t help that you can’t see how much is inside the compressor through any means i could determine.
‘throw all’ is very underwhelming, and doesn’t really seem to accomplish much. just a few objects from storage get tossed, not apparently helpful. (and again, i have no idea how much is in storage).
‘all happy’ is impossible to tell if it’s working, because peon happiness doesn’t seem to be visible.
‘clones’ is pretty neat, but unreliable; sometimes it gives a lot fewer bonus peons than i expect.
‘compress all’ is very misnamed. it doesn’t actually seem to remove any garbage from the map, just generate new garbage on top, and it doesn’t even seem to be proportional to what’s currently on the plateau.
‘bulldozer’ is the only one of the powers that actually seems to mostly work as intended, although when you need it most (you have a big hill, esp after an earthquake) is the time it is least effective, due to the way garbage just flows over and behind it.
additional weirdnesses: after a while my peons started only carrying 1 or 2 garbage despite being trained up to 7. they’re also very prone to diving in the pit despite trying to use ‘all happy’ (making me suspect it doesn’t work right either). restart appears fix it, at least
~~navigating the upgrade screen is very difficult. wasd/arrows don’t seem to work, left click to drag doesn’t work, right-click to drag SORTA works, but it creates a new tab in my browser first (???) so i have to close that, then the drag state is locked until i right click to release it. (browser is vivaldi on linux, in case that matters)~~ (bah, strikethru not supported here)
it turns out i had some weird gesture feature turned on that interfered with right-click drag. fixed now. blah. (i would still like to be able to use the keyboard to navigate the upgrades screen)
settings don’t appear to be remembered across restarts.
hardness appears to result in buildings going NEGATIVE on stability after earthquakes, which as myocytebd notes means no more yellow shards. so i’ll probably have to start a new run to keep messing with this, and NOT pick up that upgrade.
These are all very good points, I'll add them to my list! If you play and think "I wish I had this power/ability", let me know :)
honestly the biggest thing missing for me is more info. when i look at a building, i want to be able to know more about its current state
how much does it hold? how much CAN it hold? how fast is it doing stuff? what were the upgrades i bought earlier that i can’t remember? what exactly does it mean when it says it multiplies by peons?
i’ll think on the power thing more tho
The many cloned peons seem to have a higher chance to get stuck, and often in the same/nearby place. It might be the reason that you think fewer peons are spawned.
The new version looks good: less bugs, better performance and improved gameplay.
Now the most efficient way to fill the hole seems to be make a hill of garbage and let them fall in by gravity. It is hilarious, but unfortunately game is not yet performant enough to be played this way.
Some bugs are not fully resolved:
- Peons occasionally freezes; (throw them does help)
Some new problems:
- Bug: building UI buttons "click through" to building button;
- Bug: peon inside building may disappear, and the building cease to function until restart; reassigning peons does not help.
- Upgrade: +stability at earthquake seems to be an anti-upgrade (at level > 1), cos it lead to no yellow shards drop.
- Minor bug: Train UI displays upgrade lv.10 is "Max" at building lv.5, but not if lv>5.
- Bug: Drone max level upgrade doesn't allow upgrade > lv.4 if upgrade happens after 1st drone built. (doesn't recover after restart; but may recover after some random time)
- Bug: Upgrade - keep money after earthquake does not work;
- Bug: sometimes game suddenly spawns tons of garbage at the middle of map.
Thanks for the list! I'll fix those in the next version. Always think I've fixed the peons but they find a way of being lazy :(
as far as i can tell, the latter is actually the implementation of the former; you “keep money” by getting a bunch of low value garbage that adds up to the kept percentage.
imo these need to be higher density; low tier 1 point garbage just ends up flooding the map and there’s nothing you can do about it, and you can’t remove upgrades
Hope the new skill tree is fun! Looking at adding more upgrades and adding more utility to some buildings.
Late game is unplayably buggy:
1. Peons definitely get stuck at drop site/catapult (within a few seconds), if speed is upgraded;
2. Peons randomly permanently freezes (throw them does not help);
3. Peons definitely jump into hole at respawn (within a few minutes) (throw them does help);
4. Earthquake freezes for dozens of seconds;
5. Ballon does not respawn after building detroyed by stability;
6. High level building upgrades never pay back because stability drops way too fast;
Thanks for the list! I'll look at all the the items. I do have trouble with peon being lazy :(
I'm curious, when you say "late game" how many earthquake did you do ?
I don't if it is supposed to be "late game", but I mean that bug/performance/data is preventing game progress/scaling-up with reasonable UX.
A. Peons are effectively capped at 16-20 (because player may easily lose more than half peons after earthquake, within seconds).
B. Earthquake freezes for seconds (and chrome prompts unresponding) at 10K or so.
C. A lv.6 catapult can incur a very visible stutter at destruction; any building beyond that will freeze for >=0.5 seconds.
D. Upgrade >=5K is very unlikely to pay back. Extra buildings/slots are expensive.
(I am a programmer)
I would say that these bugs, minus performance, are trivial to fix.
The performance problem is probably non-trivial because unity is hyper ineffecient, maybe unity physics + gameobjects should be avoided in the first place.
Bug:
When peon count > house capacity, peon doesn't respawn on loss (due to jump or thrown into hole).
I was trying something new. With the building upgrade cost changed, the peon will not respawn if there isn't enough capacity. I'm currently building the new upgrade tree and there are upgrade for initial max capacity and to prevent peon dying.
Peons commit suicide really fast -- unless the new upgrade is immediately available on 1st earthquake, it would really annoying. Why not directly fix this trivial bug?
Hopefully the new "skill tree" screen will make it easier to use. Should all node be visible or only visible as they get unlocked?
Fun little game! Here is a long rambling post of minor stuff with no high-level feedback.
A couple bugs:
1. The power building doesn't release workers when you click minus or destroy it, so eventually it says you have 0 peons and none of them can do anything.
2. If you interrupt a peon repeatedly, or the catapult sends stuff near the pit, it just sits there and no one picks it up. (can be fixed with bulldozer, etc).
3. When you click + or - on the number of workers, there's a UI bug where sometimes it selects a neighboring building
4. In "Training", after level 1 the text overflows and you can't read the requirement.
5. Rarely, a rock can fall through the ground from the clouds
6. Not all output/throw upgrades work for all buildings. Don't remember which ones, sorry. Also some buildings don't have the option
7. Peons can sometimes end up standing in place. If you move them, the "peons at a desk job" counter goes down and they can do something again.
8. For some reasons peons sometimes just charge straight into the hole. Don't fix this, it's hilarious.
9. The first time I put down a power building, the stability drained REALLY fast (like 4x other buildings). Only the first time.
10. When Power is destroyed, the little power icons don't immediately go away under neighboring spaces.
Some other nits which aren't really bugs:
- Building unlock scaling is much slower than earthquakes, so you end up with leftover blue tokens. I'd make buildings wear out faster (but return more resources when they're destroyed).
-More than one training tier, please!
-There's not too much point to houses after the beginning. If rest helps, I don't know how, you can't get it to stop pooping trash, and once you have peons, they don't disappear without houses.
-I'd recommend hiding anything that isn't available yet, instead of writing "not implemented".
-In Research, it would be good to hide (or move the the bottom) completed research
-I'm really reluctant to build new things or upgrade near the earthquake. What if it just reduced a lot of stability, instead of destroying stuff? Or probably better, what if when a building was destroyed, you got all the resources back? (just as garbage)
-The middle game is pretty boring, not much new to do
-The first time the pit fills up, it's not very obvious what to do. Maybe give all the peons a thinking bubble so you know why they stopped? It was especially confusing to me that the guy carrying the orange thingy stopped, because I didn't know what it was yet, and he was moving so slow to start.
-Clouds are a bit pointless. By the time I realized I could click them, they were worth nothing.
-Needs more sounds!
-Make the cooldowns for everything more different. Some buildings should wear out faster, the bulldozer and clones should take different lengths of time, etc.
-Generally, the game make my CPU fan turn on, better performance would be nice to not kill my battery.
-The catapult pipe shouldn't need another worker
Oh PS I unlocked everything except Drone and Balloon (and I think I never bought a machine gun)
This is a really good quality list! A lot to think about.
"catapult pipe shouldn't need another worker": I was thinking of this one, I thought the pipe was a strong upgrade and needed a downside.
"I'm really reluctant to build new things or upgrade near the earthquake": The first idea behind it was to have some sort of 'prestige' that a lot of incremental games have. At the same time, building getting destroyed might be annoying for some.
The problem isn't really that stuff getting destroyed is annoying. Imagine a big banner that says "in 5 minutes, you will level up and everything will be destroyed".
The problem is that those 5 minutes are now boring, there's nothing to do in them. (If you reset $ too, I might spend it but the minutes are still pretty boring)
I understand what you mean now and it make sense. I'll probably have to go with one of your suggestion.
I'm currently trying something new first. The money spent on a run will determine the reward given (ex: need to spend 300$ to get a blue shard and the extra is given back).
The Drone isn't useful right now since it interact with the cloud.
I will :)
Right now, I'm working on fixing issues and properly doing the building upgrades. I'll look for new skills and upgrades after.
Interesting
Funnily enough, there are no real change notes. Also fantastic, new version doesn't use old save.....
New update, 0.05! The game is starting to get the vide I'm looking for.
yay
it crashes when my level 3 house died
also the catapult
Thanks for the info. There should be a new version at the end of this weekend. This should be fixed.
Pathing is a bit weird, I wish there was research for making the peons prioritize filling the catapult. also even after training, they don't always pick up two nodes. Also the peons don't always go into the buildings you assign them too. and if there is an error or a problem, it would be nice if there was a popup or something.
I found that after the power building goes down the first time, I have to save and refresh the page to get peons to go into the building. Is the stability random? I feel like I JUST build an industry building and it popped 30 seconds later.
Also do you have a discord to post bug reports?
There is a Discord but nobody visited it so I stop linking and looking at it. You can post things here for now.
I'll look into all the things you wrote. Peons sometime get lost. They usually just do what is the closest to them. When a peon is assigned a building, it's a bit random and could be someone that is in the house...
Stability starts at 150 and then goes up by 500 every time it goes to 0 (150, 500, 1000, 1500, ...). The stability goes down by the number of earthquake. For example, after 3 earth quake, the stability goes down by 3 points.
I still need to find a better system. Maybe I'll just make it go down by 1 all the time or maybe the building shouldn't get destroyed. I like the yellow shard concept since it allow people to choose which building blueprint to get. This makes the game a bit less linear.
Game crashed at fourth earthquake, was funny.
If you got a good build, let me know. I'm curious to see them.
when you keep putting already compacted stuff it eventually gets to millions of dollars for one item. Also when is next update I am curious what the store and electricity does
Seems I broke it. I used a lot of compressors and made really pricy stuff, but it broke the system and I have negative $116,819,716
Even if it bugged out, I had a ton of fun with the game for what it is so far! Keep up development! Would love to see what this becomes! Fantastic work!
I'm soo focus on the first 30 minutes of the game, I've never been this far! :)
you cant unlock compresser
Thanks for the quick reply, I just put a new version.
V0.03 added. Is the new web version size too big?
Lovely game! Excited to see where you take it.
guys run int to pit infinitely to often just completely breaks units...
when is update?
I'll be working on it this weekend but I don't think I can add anything major with all the fixes that are needed :( I don't want to guarantee any big update soon.
Eh shit gets stuck too much, upgrades and whatever don't help. Finished game woulda done more but the rock physics are breaking often and catapaults will fire and just spawn rocks above themselves. I'll be back if/when you update this was fun