Came across a few bugs and glitches. (But I was so focused I forgot most of them.
One was that certain elements couldn't be stopped via clicked once started.
Another is: if you start an action with play [top of queue] and {after having it progressed for a while} add an other action on top, and then add another of the first one on top, then that top one has the same progress as the identical below. That can be repeated indefinitely, giving lot's of time saving in early play)
That aside. Did I read the end of game message correctly, that all that is just the prologue?
If true, then Holy F!
Shut up, take my money. I just hope I don't miss the launch on steam.
That is, if you manage to pull it off. Plenty of people got ambitious with their projects and burned themselves out on them. With the project forever in 30% limbo.
The current content is the prologue plus first 2 chapters, and I add a new chapter with each major update (every 2-3 months).
I've never encountered the first issue you mentioned, but will keep an eye out for it.
The second is completely intended but does not give you time saving. All copies of the same action do indeed share progress in the queue. So if you 90% something, cancel it, the go back it later, you only have 10% left to do. But once you finish the first one, the next one will have to start from scratch.
Phenomenal game and the task mechanics blew my mind. Everytime I thought i got a grasp of the gameplay a new thing popped right up and made me completely replan my strategies in a good way.
I will say, some of the task groupings don't work as intended. Like gathering supplies outside Laurion and the lost rover, it states the 'return' task for each are within the group but then it doesn't actually complete that task when running the grouping.
I really hope Astrape gets implemented soon, keep up the good work!
The issue with some combined actions not finishing is a known bug and is being worked on for v0.4, which is currently planned to be released next month.
It would be nice for us to be able to pre-program a long list of actions to load into the queue on start, so we don’t have to manually click back to where we last were in order to make progress.
That is one possible route I'm considering for automation in the future. I'm hesitent to add much automation, since it'd make it very easy for players to miss new actions/content which gets added to early parts of loops, then think the game is broken/badly balanced because they don't know about half the content. As I say though, it is being considered for future. Just my primary goal is reducing the need for automation via features like combined actions.
On the topic of combined actions then, my preferred way of dealing with Laurion base at one point was to take out a full power cell from the rover, collect outdoor supplies, go inside, charge the base up, shut down systems, go back out (with a powered door), park the rover, install the generator at the base (faster than taking it in through the personnel airlock), install the water recycler in the parked rover (faster than taking it out through the personnel airlock), add fuel to the base generator, and reattach the now-empty power cell as the rover recharges from the base.
The only combined action available in this sequence is just the outdoor collection. There exists a combined action for infrastructure installing with taking things through the airlock, which isn’t my route. Training power cell attachment is probably more useful long term than a potential few seconds shaved by first bringing the generator in directly (the immediate difference isn’t large).
Hey, hope things are going well with the devtool your building to help with balancing updates. You said you had a vacation scheduled for early May. Hope you have fun! I'm really looking forward to the next update, but don't feel rushed. Take all the time you need!
Saw this on Wanderbots' youtube channel and played through v0.3.1 today. I'm really liking it so far. I'd be willing to pay $5-$10 for the finished game from what I've seen so far. Looking forward to more! Thanks for this, made my day!
Installed this yesterday and stayed up until 6am accidentally, did almost everything up to the current content, absolutely worth it, and I hope you keep cooking!
Don't know if you're the same person that reported this on Discord, but if not/if other people read this:
The game has a minimum default height. Normally it's low enough that it's not an issue, but if your screen is low enough resolution then it'd probably show like that. I should be able to reduce the minimum height further, just never had a reason/need to do so. And I'll also make escape open the options menu so you can swap to windowed mode.
any chance for a copy text button in the save export? or just let you select/type in the full window instead of highlighting the whole think automatically so it triggers the text selection tool.
im trying to swap from my iPad to my PC and it wont let me copy the save export text.
For some reason, many features of Unity's text boxes don't work properly in browsers, so they cause a lot of problems on different platforms. It looks like I should be able to make a copy text button though, so I'll try to get that sorted for the next version.
Not sure what cause it, but there is a bug with the combine actions at Laurion, namely the two supplies gathering ones. Where it doesn't automatically return to Rover/Laurion even when they were listed in the combine actions.
Not sure if a bug or a design decision, but it seems that combined actions always result in a 110% increase, even if the individual items are much more.
So if you want to go fast, you have to expand the items and click them individually.
The combined actions always give a 10% speed boost, which multiplies the speed of the combined actions. The tooltips will be improved next version to make this more clear, but you can prove it now if you add up the "modified* time of the sub actions and compare it to the "modified" time of the combined action.
I'm fairly certain the 10% increase is in addition to the individual discounts. If I look at the modified times for each of the tasks and add them together, the result is 10% less than the combined action's modified time.
1) Some way to upgrade our storage capacity, or have finer control over our capacity. So say you can have a limit of 25 drinks / food. Then at the start you could load up on 25 synthfood and 25 water pouches. Then to balance it, other sources have just more food/water or they are more "fulfilling". By that I mean after you use one, it gives a buff halving drain rates for say 30 seconds. So then other items would be technically better.
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2) I do see the game used to have skills. They got replaced by the new system of doing things over and over again. I do think that the new system is better for early game actions, but is absolutely terrible for late game actions. Like getting to Santorini, with its food synthesizer, its a brand new redo of the existing action in Talos, so its slow as molasses, while Talos is likely super fast by this point. So maybe go for a "hybrid" of skills and repeat actions. Repeat groups. That way improving food synthesis, at one location, improves it all all, but doesn't speed up gathering of other food types or waters. But gathering food should have its own group, so that grabbing protein bars or loose rations, is grouped together. So some suggested groupings:
-> Synthesis = Improves food synthesis and water recycling.
-> Gathering = Improves food and water collection from the environment.
-> Strength = Forcing objects in a direction; whether its a door, cargo container, or maybe even a vehicle.
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3) Instead of the "speed up" system (of partial actions), all actions to be done the first time, are highlighted in blue. That way no progress is actually lost, when you interrupt an action.
I do notice that sometimes this does occur anyway. Like with mining the first two steps, they appear as grey, but if you return next loop, they are now blue.
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4) The ability to attach empty power cells to the generator at Laurion. That way, when you complete what you can there, and the generator still has charge, you can syphon off 100 points of it, with an empty power cell. As you can put an empty power cell in the Rover, but not the generator currently.
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5) Allow the player to carry 3 partially consumed items. So a protein bar gives 3.00 food. If consumed at 7.8 food, create a partial protein bar with 0.8 food remaining. This could also mean you could have a partial power cell, with power less than 1. Thus being able to remove the last power cell in the Rover.
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6) The ability to permanently deactivate the fission reactor at Talos, and earn 2 Fuel Cells as compensation. So that you could travel farther or do more at Laurion in a single loop. Because really, there isn't much point to return to Talos right now, even if it is to stock up on food/water, as it takes so long to travel there and you have limited ways to generate rover power.
Well, reached "end of content", though I'm sure there is some stuff left to explore, but reached and explored Uranium Vault and got the end of the line message.
Things I didn't accomplish:
-> I only visited the lost rover once. Its a bit too far out of the way at the moment, to go grab those two empty power cells.
-> I didn't mine the obelisk completely. Stuck on phase 4, where your water decreases ultra fast.
-> I didn't get info on the other facility mentioned at Santorini, from Laurion. The lab one.
-> I never found a solar panel, but did learn how to attach the solar cell.
---
Bugs/Issues:
-> Once you travel to Santorini, you cannot travel back to the dam. Thing is several loops I knew I couldn't progress far to that place where the Tram is stuck at (I can't remember its name; starts with an A), so I'd want to drive back to Laurion to work on the obelisk, but found out you can't.
-> Apparently, you can't charge empty power cells at the charger at Santorini. So unless you manage to park the rover, you can't restore its power.
-> I get that the generator isn't meant for the rover, but why isn't it more efficient when plugged into Laurion?
-> The game mentions that there are standard tools at the obelisk. Why can't I use them to mine the obelisk, in a power shortage situation, at say a faster food/water/air consumption rate?
-> The game hints at the rover with the initial artifact being useful later, or the mining laser inspection, or driving the long way to Laurion, but I never was able to unlock any further actions with this route.
---
Feedback (outside of already provided stuff):
---
A) There is lots of plotholes / missing stories (yes I know early access).
-> If the artifact we have causes time loops, how did someone manage to force it into the container, without touching it themselves?
-> Like, you have a huge evacuation from Laurion to Santorini. But yet most of the vehicles remain, there are no corpses to be found (other than the miner), and there isn't a ton of vehicles/bodies at Santorini.
-> Game name drops some people, like the Colonel, and never mentions them again. They sound fairly important, yet, nothing about them at Laurion or beyond. You also don't find out if Marie made it to Santorini... though that in itself is confusing, as you find her journal at Laurion, but she mentions fleeing to Santorini, so why'd she come back to Laurion after that?
-> Game said the missing rover went to explore some anomaly, but once we get to the rover, we never bother to hunt for that anomaly. Or bother to find out why their navigational system failed.
-> There is no evidence of life (corpses, discarded clothing, bedding, etc) at Santorini. Its as if everyone just disappeared without a trace.
-> If the administrator of a location knew they were evacuating to another facility, why didn't they take their protein bars with them, for such an emergency?
-> The game mentions an artifact at Talos causing problems, which led to the facility being evacuated, but we never find that artifact.
---
B) The optimal route to Santorini, seems like install metal plates (for mining rotors), install generator, travel tunnel to Laurion to pick up the supplies (ie 2 fuel cells), drive through tunnel back to Talos, then drive to dam->santorini. We need those fuel cells to power the generator, once we install the mining rotors. Unless I'm missing something, but this cuts like 8~ minutes off the timer, and so there wasn't a ton I could do each loop.
---
C) Some more progressive unlocks at bases might be nice. Like you find a log at Laurion mentioning a hidden compartment in admin office, requiring the admin code to open. Or you find a security door at Santorini that requires all three admin codes to access it, and leads to a tunnel that lets you walk to plateau underground. Or those various rovers have a hidden device stored on them, that you find out about later, and only knowing where it was hidden, would you know where to search. That kind of stuff, to make backtracking in old areas more interesting.
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D) Finding out a way to use the artifact we have to cause one object in the game, per run, to be "addressed". So say you force open a door, and set the artifact to that. Then, as long as you don't change it, every loop that door is forced open. Then have a way to power that artifact, to allow more than 1 forced change. Or you could have the food container on the tram, so you can just call it from Santorini. So depending on what the choice was, you could greatly reduce a loop time requirement. But of course prevent it used on complex actions (ie Repair Rover), but only one-off actions that don't require resources (ie fixing the mining override).
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E) Using the artifact to store some food/water from the previous loop, for the next loop. So say you are about to die, and you stash your 3x Food Ration and 2x Water Pouch. Then next loop you can start out with those items.
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F) Since there is lots of use between Talos and Laurion, hence the need for a tunnel, perhaps there is a cable that runs between them, that may need repairs, but allows you to transfer power from Talos to Laurion. But every 10 minutes of doing this, briefly shuts down the reactor at Talos (due to power drain overload), and you have to drive back to Talos to restart the reactor.
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G) An option to go on foot. Make it so that only paths you've managed to optimize allow it. Yes, driving is faster. But, if you have 8 minutes to boom, and your rover runs out of power 30s from Santorini's compound choice, maybe allow the player to walk it. Could take 3x as long, so probably run out of food/water/air anyway, but offers an option for reaching an outpost in dire situations. You know where the outpost is and the path to take, and there are things to do at Santorini so you hoof it.
===
Anyway, will wait for the next content drop. Its definitely an interesting spin on the incremental genre, so I applaud your ingenuity.
I can give some pointers for a couple of your comments:
"-> I didn't mine the obelisk completely. Stuck on phase 4, where your water decreases ultra fast."
That's definitely the toughest stage, but it should only take 2/3 loops at worst. Try setting up the Water Generator inside Laurion. Mine until your Water runs out (or all Water sources are on cooldown), then go out, do some other things and restock.
"-> Like, you have a huge evacuation from Laurion to Santorini."
I think the evacuation was in the other direction, Santorini -> Laurion. (It's Santorini they were concerned would blow up.)
"-> If the administrator of a location knew they were evacuating to another facility, why didn't they take their protein bars with them, for such an emergency?"
I mean, 5 Protein Bars are worth a lot to someone stuck in a time loop. They won't stretch very far feeding dozens of evacuees.
"B) The optimal route to Santorini, seems like install metal plates (for mining rotors), install generator, travel tunnel to Laurion to pick up the supplies (ie 2 fuel cells), drive through tunnel back to Talos, then drive to dam->santorini. We need those fuel cells to power the generator, once we install the mining rotors."
You can go straight there from Talos. There are more fuel cells at the Quarry area in Santorini. (You may also be having trouble with this because you haven't completed mining the Laurion artifact.)
The desktop version is bugged pretty severely. Here is a screenshot.
In the online version, I ran into a similar situation of running out of power, and the "Loop Now" appeared where this green box, that I placed should have been.
Suffice to say, as I was looking for the Rover, I'm hard-locked from progressing. I liked the desktop version as I could play at my own pace and not worry about online data being lost (as I like to clear cache and cookies on occasion).
The hardlock kinda bummed me out, so probably won't play more of it for a while.
EDIT: Noticed a button in top middle "Waiting". It works, just going to take me a while to dehydrate to death. So not hard-locked. Hrmm.
Other feedback on it:
-> I feel like water and food drain too fast. They are very limited in a lot of places, and its the main limiter to exploration at the moment.
-> The generator said I could remove it, after welding it on. But at Laurion, I couldn't remove it, despite really needing to do it there.
-> I really think the consumption priority system, should be active from the start.
-> I like that hacking doors, means I have the password later, but man does it take forever to hack them. And as they are a one-off event, you don't even get a speed-up boost. Especially the admin door at Laurion.
-> I like that many actions only have to be performed once per playthrough (blue highlights), so even if you die, you feel like you made some progress each time.
-> I wish there was more actions I could do while piloting the rover to a location. Practicing a skill, or playing a card game, or something beneficial. Its just that with some of the driving sections its a long period of just refilling oxygen tanks.
-> I think that the repeat action should be applied per a category of actions, rather than individual actions. So acquiring any source of water, applies a multiplier to all actions involving gaining water. Any action that involves hacking a door, you get a multiplier to that. Adding/removing power cell/fuel cells should be an action group. That way, when you practice one thing, you can practice for all similar actions.
-> I wish I could find some empty power cells at Talos, so that I'd have some full cells in the rover and some empties on hand. That way you could extract 3 full ones, install the 3 empty ones, and have 3 full ones on hand, while the generator now fills up the 4 empty ones in the rover.
-> Why do the water bottles at the start of the game are called small bottles, fill up the normal water bottle slots, but the 2 found at Laurion are actually small bottles, and fill up the small water bottle slots.
-> Maybe provide a hand-crank charger, for recharging Empty Power Cells. That way, you'd have a way to generate the power, but it could take a while to crank a charge to full. Kinda like that idea in the Metro games.
Was your initial issue on your second loop? Because the Loop Now button doesn't appear until your third loop.
- The generator explicitly says you can't remove it because you are welding it in place. That's why there's a warning message saying "are you sure you want to do this?".
- The consumption priority system has little-no benefit until the point you unlock it, and isn't available until then to avoid confusing/overwhelming new players. I may make it unlock a bit earlier, but it definitely won't be from the start.
- Door hacking takes as long as it does to give a meaningful choice between quickly forcing it, or spending a long time hacking it so you get a permenant upgrade. Even as it is, pretty much everyone hacks straight away.
- Having fuel and empty power cells and Talos would massively skew the balance of the game, and rover power is already way higher than it should be due to the way familiarity currently works.
- I'm not sure what you mean by 'normal water bottle slots' and 'small water bottle slots'. You can carry up to 5 of each item, so 5 Small Water Bottles, 5 Water Bottles and 5 Water Pouches.
- As mentioned, power is already way too plentiful. More options for long-term power generation are going to be added, but power will have to be nerfed first for them to have any real point.
Yes, my initial issue was on the second loop. And it did appear on the third loop, as you said. So I guess it was just the sequence of events that I took to get there.
The first time I installed the generator, I didn't get that message. Then after I had posted this feedback, I noticed that warning. So the big black popup warning that it would be a permanent change didn't appear the very first time.
I wouldn't say it has no point. I like to grab as much food and water as I can, quickly so that I can empty up the protein/filter water, but the system auto-uses synfood/water pouches, so I had to manually waste them to empty up their resource pallets.
Well, what you "could do" to balance it, is to reduce the hacking time, but the mental concentration needed to do the hacking consumes water/food faster, to offset the time needed.
After posting that suggestion, I realized what I was actually asking for was "skills" that would in another game. A passive upgrade that improves the activity speed of multiple actions. Possibly with a chance for a critical effect, that consumes twice as much time as a normal tick.
Rover power is only "that useful" once you've completed a path section at least once, or an entire path at least once. Until then, it takes forever to complete sections and death from loss of resources is very likely. I do see now that I'm on cycle 9 or so now (was at cycle 2 at the time of posting) that you slowly unlock shortcuts which makes things better, but at the time I had no shortcuts and it was torturously hard to get anywhere, hence the suggestion. But now at cycle 9, with some shortcuts and better route planning, I'm able to do things faster, but as a new player I didn't know about any of that and was ready to give up.
My apologies on the water bottles. I was confused and you are right, they are specifically different.
You don't have to nerf power. What you could do is give the option to add on more objects that drain the power faster. ie:
-> Improved navigation to reduce time needed for optimizing existing paths.
-> Improved detection to find additional objects of interest on side paths that you avoid now (like to first rover with artifact).
-> Build an extra compartment to the rover, that adds weight and thus increases standard travel time costs. Can install the water recycler into it, alongside the generator.
-> Build an extra storage compartment to the rover, that also adds weight. Can stash some supplies in it for an emergency. So you could effectively have 10/10 synthfood, water pouches, etc...
EDIT:
-> Something I have noticed, is that combined actions don't get speed up boosts from repeatedly doing them. ie Repair Upper Floor, I've done at least 3 times, and it says I've completed it 0 times over my 9 loops.
Yeah, +25% is still enough to make the water and air generators go infinite, plus adds a lot of time saved throughout the whole run that you don't need to use restocking.
I just finished the game a day ago and I want to say I love it. I love the figure it out yourself style of gameplay I love each choice you have to make to understand what's going on and what to do next. A few things I want to say though is the fact that I really don't like the priority consumption changing by itself, if there was a setting to change the fact, that would be really apricated, also I would like to be able to change the order of the queue without removing most of what I have. Also the gather supplies from outside at the Laurion station doesn't finish the last return to rover action. I also wish if you were to do more choice based things, give us options on what to do like how in the second dialog at the end of the current version it says you can either go to Strabo or Astrape, I would love to see more of this and I would love for for a spot were after you make enough progress you can have a second save so you if you make the game long enough then you don't have to wake up in the cryo sleep pod each time but it would be also cool to pick where you want to wake up.
You don't have to do anything I suggested in this but just take all of this as something from someone that really liked the game you made.
Most of your suggestions are planned/in some cases are on the roadmap. The only one which isn't is the alternate start points. I very much doubt I'd ever let you just pick where you want to start a loop, as that'd be impossible to balance. There may be one or two dedicated alt spawns at some point, but that'll be a ways in the future.
What a great game! Increlution is my favorite kind of idle game by a long shot. I enjoy making story progression way more than just seeing numbers get big. Of course, this kind of game does require a lot of effort in writing and plot, so it makes sense there aren't many titles that do it. This is a very fun take on the mechanics. I look forward to seeing new chapters.
For the action of "Ride Tram to Santorini," does it not benefit from repeat completions? (I could see the tram as having a fixed speed. There is only so much experience can offer!)
Correct. This action will be changed in future versions so it's a short "start the tram" action, which triggers a fixed time event. So it'll be more obvious that it doesn't benefit from familiarity (and why).
So minor bug I've noticed is the combined action of "Drive to Astrape" only completes half the action before it stops and you have to manually do the other half.
Seems like there are several combined actions that don't complete fully. They all seem to have travel as the final action of the group. Maybe something funky is going on there?
I looped when the "Congratulations" message popped up and just decided to wait on the cryopod, i was expecting a funny text, and that's exactly what i got.
Maybe tomorrow, the fact that it treats it as just falling asleep because of the constant time loop is wild.
Great game! I enjoyed each new area. Creating a sense of urgency for a quasi-immortal character is a neat, narrative trick.
My feature requests are (1) to allow refilling all water bottles when one has access to working facilities and (2) to allow the character to "top off" hydration (drink from the water fountain?) rather than requiring waiting to be efficient in filling that last bottle.
I assume with (1) you mean that you want to be able to refill small bottles, regular bottles and water pouches, rather than only getting one type from each source? If so, then while I agree it would make logical sense, it would also completely destroy the balance of the game. I'd likely have to heavily reduce how much water you get in general to compensate, so it'd be a lot of work to end up in basically the same place.
(2) Is already done. You can double click an item in your inventory to consume it immediately (if it's not on cooldown)
Ah, so that's the reason for forced consumption. Now I feel silly. I think it's because I didn't use a mouse (I had a track pad), so using the features were not as immediate or intuitive. Great game and thank you for taking the time to respond!
To clarify - the play button (Start Action) puts it at the front of the queue, so you start on it immediately. The second button (Queue action) adds it to the back of the queue, so you'll start it when you finish all the other actions in your queue.
This is a great game but I keep getting stuck when I get to Laurioin. I ned to power the generator with fuel cells but clearly the full power cells from the rover don't work. Where do I get fuel cells?
This is very cool! Scratches the same itch as an incremental game, but with a neat narrative hook. There's a puzzle game quality to it, but you can brute force it to some extent, which I appreciate. Every time the repetitive tasks threaten to get tedious, you introduce an exciting new way to speed things up. (Though after reaching the end of the current content after 37 loops, I do wish for a big "do everything in Talos and leave" combined action!)
First, make sure you still have power while mining, otherwise you won't make much progress. Second, it will kill you a few times - it's permanent progression, so it's worth losing a few cycles to get it done.
General consensus is that mining the obelisk before going elsewhere is currently the easiest/fastest route, though that is likely to change in future versions.
Not sure how I feel about the multipliers working differently now. Trying to force the door used to be a great way to level destruction, but now I don't even know why the action is available.
On the other hand, the multipliers aren't as important as they are in Increlution. Unlocks like persistent and combined actions are more important.
"Gather supplies from outside" doesn't work properly.
Thanks for the game, loving it so far. There seems to be an issue with combined actions with a travel component (like gathering supplies), the travel action doesn't get triggered along with the rest
Incremental games are usually just a brainless way to pass time, and the mechanics accordingly 'meh' in nature - it's incredible how you've managed to take a playstyle so artificial and mechanical and yet weave it into a core of such a strong narrative!
This is such a fun game, I love how it combines the element of a 'rebirth' / soft reset bonus from completing tasks you've already done before (my favorite part of that one unfinished game from years ago, I think it was called Groundhog Life) with bonuses that allow you to bypass certain obstacles once you've gained knowledge or technology that trivializes them. It scratches just the right itch, and now that I've completed all of the available content I'll fs be following for updates :)
Moin bonrs, Also bei mir funktionieren beide Tasten einwandfrei. Hast du schon überprüft, ob deine Tastatur gereinigt werden muss oder möglicherweise defekt ist? Es könnte auch ein Treiberproblem sein. Bevor man das Spiel dafür verantwortlich macht, sollte man erst sicherstellen, dass weder die Hardware noch die Software die Ursache ist. 😜 liebe Grüße AThKORU
Eng Hey bonrs, both keys work perfectly fine for me. Have you checked if your keyboard needs cleaning or if something might be wrong with it? It could also be a driver issue. Before blaming the game, it's best to rule out any hardware or software problems first. 😜 Greetings AThKORU
ah, Chrome! Ja, das erklärt einiges 😄 Der Browser hat schon öfter mal ein Eigenleben, besonders wenn’s um Tastenkombis oder Erweiterungen geht. Ich würde dir empfehlen, das Ganze mal testweise in Firefox zu probieren – der zickt da deutlich seltener rum. Zumindest bei mir funktionieren sowohl STRG als auch SHIFT dort wie erwartet.
Was die „Unhöflichkeit“ betrifft – keine Sorge, war keinesfalls so gemeint. Ich versuch in solchen Fällen einfach, pragmatisch zu helfen. Vielleicht kam mein Augenzwinkern-Emoji nicht so gut rüber wie gedacht 😉 Ironie ist online eben so eine Sache...
Aber hey – no hard feelings! Hauptsache, das Problem löst sich bald.
Liebe Grüße
AThKORU
___________________________________________________________________________________________ ENG
Hey bonrs,
ah, Chrome! Well, that explains a lot 😄 That browser tends to have a mind of its own sometimes, especially when it comes to keyboard shortcuts or extensions. I'd suggest giving Firefox a quick try – CTRL and SHIFT work perfectly fine for me there.
As for the "rude" part – no worries, that wasn’t my intention at all. I just try to be helpful in these cases. Maybe my cheeky little wink emoji didn’t come across the way I meant it 😉 You know how tricky tone can be online...
No hard feelings, though – fingers crossed the issue sorts itself out soon!
understandable. yeah i switched back to chrome bc some extensions didn't have a firefox version, but i think i'll check back today and see if all the extensions i have can transfer over, especially since they've done a mass purge of extensions on chrome.
I dont like how the consumption is often made frustratingly frequent. Like I am consuming the supply while I fill a limited space with supplies. This guaratees death even after the first death? I stacked my backpack full and I still dies. Especially water, this chad hydrates like 10 second per bottle.
Like I get the point of loops making things faster, but its not like I am going to use the same skill of doing a hyper specific thing faster later in the game. Its like really punishing.
Perhaps catagorise certain action as belong to the same skill? It would be easy to prevent skill farming too.
The dev actually broke it from skills to individual actions. The reason for this is if you apply a limited number of skills to all the actions in the game, it becomes harder to balance all the timers as they add new stuff to it.
No problem. That's why I took the time to explain it. Increased understanding of a developers intentions and actions tend to make for better support for the dev.
Been having a lot of fun exploring and getting a little bit farther every time! Still playing through it but please keep up the good work and looking forward to seeing more!
I believe it's not yet implemented - you can get to the place where you will in the future be able to do it, but you get a "to be continued" message the first time you get there and perform the sticky (blue) action.
I'm surprised to hear you're having balance issues, especially with the new non-skill system. It's a game, and it's not like you have to have a perfect solution. I had to repeat a segment an extra time or two due to a combination of my own goofs and just getting a measure of (and reduction to) various time/resource costs.
And because of the nature of the game, I feel that was effort well spent. If a later element is less of a struggle because I needed a few extra trips to Santorini, I feel vindicated, not robbed of... what, opportunity to struggle?
Make it work, make it fun... not just for us. You deserve to enjoy making the thing too. Don't go burning out on advanced calculations just because you think this point in the story should have us sweat out half our last water bottle. Plus, I think you've already solved that with some stages of the drilling draining water faster.
It's a cool playground you're building with text and menus. ^_^
The issue with balance is more along the lines of "ok, player just reached a new facility, and I want to give them X upgrade. I/my testers now need to check to see if getting that first instead of last trivialises the rest of the game." Or, to give a more recent example, I wanted to add an upgrade which fit with the story, and once you unlocked it, you could get it from the start of each loop. But I couldn't because I didn't know what effect it'd have on anything, and didn't have time to test.
This tool is specifically so that I can have fun, adding what I want when I want without having to stress about what it's doing to the game because I'll already know.
I really appreciate your message though, and don't worry - doing a different type of calculations for a while will be a nice break from hitting my head against bugs which don't want to be found :D
No matter what, I love this game, it's a story, it's kind of addictive nature. And it's active development status. I like the subtle increase in automation but not to a point where you only need to click a single button and let the game play itself; not only in terms of mechanics but also in the story, with the dialog subtly changing over time. In the end, I quite enjoyed my 34 loops, and I am determined to see the game improve. And I can't even wait to see the story expand; even though I am not that big of a reader myself, I enjoyed reading through every single line of the log.
TL;DR: 9/10 - Addicting, fun, and still lacks a point for the unfinished story, which hopefully changes in the future.
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I played the hedge out of it.
Came across a few bugs and glitches.
(But I was so focused I forgot most of them.
That aside. Did I read the end of game message correctly, that all that is just the prologue?
If true, then Holy
F!Shut up, take my money. I just hope I don't miss the launch on steam.
That is, if you manage to pull it off. Plenty of people got ambitious with their projects and burned themselves out on them. With the project forever in 30% limbo.
Well, if you release the full version, I buy it.
Glad you enjoyed it!
The current content is the prologue plus first 2 chapters, and I add a new chapter with each major update (every 2-3 months).
I've never encountered the first issue you mentioned, but will keep an eye out for it.
The second is completely intended but does not give you time saving. All copies of the same action do indeed share progress in the queue. So if you 90% something, cancel it, the go back it later, you only have 10% left to do. But once you finish the first one, the next one will have to start from scratch.
Phenomenal game and the task mechanics blew my mind. Everytime I thought i got a grasp of the gameplay a new thing popped right up and made me completely replan my strategies in a good way.
I will say, some of the task groupings don't work as intended. Like gathering supplies outside Laurion and the lost rover, it states the 'return' task for each are within the group but then it doesn't actually complete that task when running the grouping.
I really hope Astrape gets implemented soon, keep up the good work!
Thanks, glad you enjoyed it!
The issue with some combined actions not finishing is a known bug and is being worked on for v0.4, which is currently planned to be released next month.
Fantastic game, played it for an hour before bed last night and then for another seven hours today. Really looking forward to what's coming next :>
It would be nice for us to be able to pre-program a long list of actions to load into the queue on start, so we don’t have to manually click back to where we last were in order to make progress.
That is one possible route I'm considering for automation in the future. I'm hesitent to add much automation, since it'd make it very easy for players to miss new actions/content which gets added to early parts of loops, then think the game is broken/badly balanced because they don't know about half the content. As I say though, it is being considered for future. Just my primary goal is reducing the need for automation via features like combined actions.
On the topic of combined actions then, my preferred way of dealing with Laurion base at one point was to take out a full power cell from the rover, collect outdoor supplies, go inside, charge the base up, shut down systems, go back out (with a powered door), park the rover, install the generator at the base (faster than taking it in through the personnel airlock), install the water recycler in the parked rover (faster than taking it out through the personnel airlock), add fuel to the base generator, and reattach the now-empty power cell as the rover recharges from the base.
The only combined action available in this sequence is just the outdoor collection. There exists a combined action for infrastructure installing with taking things through the airlock, which isn’t my route. Training power cell attachment is probably more useful long term than a potential few seconds shaved by first bringing the generator in directly (the immediate difference isn’t large).
Took 32 loops to fully complete the game, the only thing I haven't done to 100% it is max out the familiarity of everything.
I don't think you can "max out" familiarity (or loop completion as it's called).
There currently is a hard cap of X10 speed. That will be changed to a two stage soft cap system in v0.4.
Hey, hope things are going well with the devtool your building to help with balancing updates. You said you had a vacation scheduled for early May. Hope you have fun! I'm really looking forward to the next update, but don't feel rushed. Take all the time you need!
Saw this on Wanderbots' youtube channel and played through v0.3.1 today. I'm really liking it so far. I'd be willing to pay $5-$10 for the finished game from what I've seen so far. Looking forward to more! Thanks for this, made my day!
same. once finished, as is, easily worth 5 dollars. easily. better UI, fix up some of the bugs, some QOL things, definitely worth 10.
Installed this yesterday and stayed up until 6am accidentally, did almost everything up to the current content, absolutely worth it, and I hope you keep cooking!
Can't play if the main screen is wide-screen. It just opens half cut-off, and I can't even move it to another screen!
Don't know if you're the same person that reported this on Discord, but if not/if other people read this:
The game has a minimum default height. Normally it's low enough that it's not an issue, but if your screen is low enough resolution then it'd probably show like that. I should be able to reduce the minimum height further, just never had a reason/need to do so. And I'll also make escape open the options menu so you can swap to windowed mode.
any chance for a copy text button in the save export? or just let you select/type in the full window instead of highlighting the whole think automatically so it triggers the text selection tool.
im trying to swap from my iPad to my PC and it wont let me copy the save export text.
otherwise loving the game so far.
For some reason, many features of Unity's text boxes don't work properly in browsers, so they cause a lot of problems on different platforms. It looks like I should be able to make a copy text button though, so I'll try to get that sorted for the next version.
Glad you're enjoying the rest of the game though!
Not sure what cause it, but there is a bug with the combine actions at Laurion, namely the two supplies gathering ones. Where it doesn't automatically return to Rover/Laurion even when they were listed in the combine actions.
That is a known bug with the current version and will be fixed in the next one, but thanks for the report.
Ah, good to know.
Great game!
Not sure if a bug or a design decision, but it seems that combined actions always result in a 110% increase, even if the individual items are much more.
So if you want to go fast, you have to expand the items and click them individually.
The combined actions always give a 10% speed boost, which multiplies the speed of the combined actions. The tooltips will be improved next version to make this more clear, but you can prove it now if you add up the "modified* time of the sub actions and compare it to the "modified" time of the combined action.
I'm fairly certain the 10% increase is in addition to the individual discounts. If I look at the modified times for each of the tasks and add them together, the result is 10% less than the combined action's modified time.
Some last thoughts till next release:
1) Some way to upgrade our storage capacity, or have finer control over our capacity. So say you can have a limit of 25 drinks / food. Then at the start you could load up on 25 synthfood and 25 water pouches. Then to balance it, other sources have just more food/water or they are more "fulfilling". By that I mean after you use one, it gives a buff halving drain rates for say 30 seconds. So then other items would be technically better.
---
2) I do see the game used to have skills. They got replaced by the new system of doing things over and over again. I do think that the new system is better for early game actions, but is absolutely terrible for late game actions. Like getting to Santorini, with its food synthesizer, its a brand new redo of the existing action in Talos, so its slow as molasses, while Talos is likely super fast by this point. So maybe go for a "hybrid" of skills and repeat actions. Repeat groups. That way improving food synthesis, at one location, improves it all all, but doesn't speed up gathering of other food types or waters. But gathering food should have its own group, so that grabbing protein bars or loose rations, is grouped together. So some suggested groupings:
-> Synthesis = Improves food synthesis and water recycling.
-> Gathering = Improves food and water collection from the environment.
-> Strength = Forcing objects in a direction; whether its a door, cargo container, or maybe even a vehicle.
---
3) Instead of the "speed up" system (of partial actions), all actions to be done the first time, are highlighted in blue. That way no progress is actually lost, when you interrupt an action.
I do notice that sometimes this does occur anyway. Like with mining the first two steps, they appear as grey, but if you return next loop, they are now blue.
---
4) The ability to attach empty power cells to the generator at Laurion. That way, when you complete what you can there, and the generator still has charge, you can syphon off 100 points of it, with an empty power cell. As you can put an empty power cell in the Rover, but not the generator currently.
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5) Allow the player to carry 3 partially consumed items. So a protein bar gives 3.00 food. If consumed at 7.8 food, create a partial protein bar with 0.8 food remaining. This could also mean you could have a partial power cell, with power less than 1. Thus being able to remove the last power cell in the Rover.
---
6) The ability to permanently deactivate the fission reactor at Talos, and earn 2 Fuel Cells as compensation. So that you could travel farther or do more at Laurion in a single loop. Because really, there isn't much point to return to Talos right now, even if it is to stock up on food/water, as it takes so long to travel there and you have limited ways to generate rover power.
Well, reached "end of content", though I'm sure there is some stuff left to explore, but reached and explored Uranium Vault and got the end of the line message.
Things I didn't accomplish:
-> I only visited the lost rover once. Its a bit too far out of the way at the moment, to go grab those two empty power cells.
-> I didn't mine the obelisk completely. Stuck on phase 4, where your water decreases ultra fast.
-> I didn't get info on the other facility mentioned at Santorini, from Laurion. The lab one.
-> I never found a solar panel, but did learn how to attach the solar cell.
---
Bugs/Issues:
-> Once you travel to Santorini, you cannot travel back to the dam. Thing is several loops I knew I couldn't progress far to that place where the Tram is stuck at (I can't remember its name; starts with an A), so I'd want to drive back to Laurion to work on the obelisk, but found out you can't.
-> Apparently, you can't charge empty power cells at the charger at Santorini. So unless you manage to park the rover, you can't restore its power.
-> I get that the generator isn't meant for the rover, but why isn't it more efficient when plugged into Laurion?
-> The game mentions that there are standard tools at the obelisk. Why can't I use them to mine the obelisk, in a power shortage situation, at say a faster food/water/air consumption rate?
-> The game hints at the rover with the initial artifact being useful later, or the mining laser inspection, or driving the long way to Laurion, but I never was able to unlock any further actions with this route.
---
Feedback (outside of already provided stuff):
---
A) There is lots of plotholes / missing stories (yes I know early access).
-> If the artifact we have causes time loops, how did someone manage to force it into the container, without touching it themselves?
-> Like, you have a huge evacuation from Laurion to Santorini. But yet most of the vehicles remain, there are no corpses to be found (other than the miner), and there isn't a ton of vehicles/bodies at Santorini.
-> Game name drops some people, like the Colonel, and never mentions them again. They sound fairly important, yet, nothing about them at Laurion or beyond. You also don't find out if Marie made it to Santorini... though that in itself is confusing, as you find her journal at Laurion, but she mentions fleeing to Santorini, so why'd she come back to Laurion after that?
-> Game said the missing rover went to explore some anomaly, but once we get to the rover, we never bother to hunt for that anomaly. Or bother to find out why their navigational system failed.
-> There is no evidence of life (corpses, discarded clothing, bedding, etc) at Santorini. Its as if everyone just disappeared without a trace.
-> If the administrator of a location knew they were evacuating to another facility, why didn't they take their protein bars with them, for such an emergency?
-> The game mentions an artifact at Talos causing problems, which led to the facility being evacuated, but we never find that artifact.
---
B) The optimal route to Santorini, seems like install metal plates (for mining rotors), install generator, travel tunnel to Laurion to pick up the supplies (ie 2 fuel cells), drive through tunnel back to Talos, then drive to dam->santorini. We need those fuel cells to power the generator, once we install the mining rotors. Unless I'm missing something, but this cuts like 8~ minutes off the timer, and so there wasn't a ton I could do each loop.
---
C) Some more progressive unlocks at bases might be nice. Like you find a log at Laurion mentioning a hidden compartment in admin office, requiring the admin code to open. Or you find a security door at Santorini that requires all three admin codes to access it, and leads to a tunnel that lets you walk to plateau underground. Or those various rovers have a hidden device stored on them, that you find out about later, and only knowing where it was hidden, would you know where to search. That kind of stuff, to make backtracking in old areas more interesting.
---
D) Finding out a way to use the artifact we have to cause one object in the game, per run, to be "addressed". So say you force open a door, and set the artifact to that. Then, as long as you don't change it, every loop that door is forced open. Then have a way to power that artifact, to allow more than 1 forced change. Or you could have the food container on the tram, so you can just call it from Santorini. So depending on what the choice was, you could greatly reduce a loop time requirement. But of course prevent it used on complex actions (ie Repair Rover), but only one-off actions that don't require resources (ie fixing the mining override).
---
E) Using the artifact to store some food/water from the previous loop, for the next loop. So say you are about to die, and you stash your 3x Food Ration and 2x Water Pouch. Then next loop you can start out with those items.
---
F) Since there is lots of use between Talos and Laurion, hence the need for a tunnel, perhaps there is a cable that runs between them, that may need repairs, but allows you to transfer power from Talos to Laurion. But every 10 minutes of doing this, briefly shuts down the reactor at Talos (due to power drain overload), and you have to drive back to Talos to restart the reactor.
---
G) An option to go on foot. Make it so that only paths you've managed to optimize allow it. Yes, driving is faster. But, if you have 8 minutes to boom, and your rover runs out of power 30s from Santorini's compound choice, maybe allow the player to walk it. Could take 3x as long, so probably run out of food/water/air anyway, but offers an option for reaching an outpost in dire situations. You know where the outpost is and the path to take, and there are things to do at Santorini so you hoof it.
===
Anyway, will wait for the next content drop. Its definitely an interesting spin on the incremental genre, so I applaud your ingenuity.
I can give some pointers for a couple of your comments:
"-> I didn't mine the obelisk completely. Stuck on phase 4, where your water decreases ultra fast."
That's definitely the toughest stage, but it should only take 2/3 loops at worst. Try setting up the Water Generator inside Laurion. Mine until your Water runs out (or all Water sources are on cooldown), then go out, do some other things and restock.
"-> Like, you have a huge evacuation from Laurion to Santorini."
I think the evacuation was in the other direction, Santorini -> Laurion. (It's Santorini they were concerned would blow up.)
"-> If the administrator of a location knew they were evacuating to another facility, why didn't they take their protein bars with them, for such an emergency?"
I mean, 5 Protein Bars are worth a lot to someone stuck in a time loop. They won't stretch very far feeding dozens of evacuees.
"B) The optimal route to Santorini, seems like install metal plates (for mining rotors), install generator, travel tunnel to Laurion to pick up the supplies (ie 2 fuel cells), drive through tunnel back to Talos, then drive to dam->santorini. We need those fuel cells to power the generator, once we install the mining rotors."
You can go straight there from Talos. There are more fuel cells at the Quarry area in Santorini. (You may also be having trouble with this because you haven't completed mining the Laurion artifact.)
The desktop version is bugged pretty severely. Here is a screenshot.
In the online version, I ran into a similar situation of running out of power, and the "Loop Now" appeared where this green box, that I placed should have been.
Suffice to say, as I was looking for the Rover, I'm hard-locked from progressing. I liked the desktop version as I could play at my own pace and not worry about online data being lost (as I like to clear cache and cookies on occasion).
The hardlock kinda bummed me out, so probably won't play more of it for a while.
EDIT: Noticed a button in top middle "Waiting". It works, just going to take me a while to dehydrate to death. So not hard-locked. Hrmm.
Other feedback on it:
-> I feel like water and food drain too fast. They are very limited in a lot of places, and its the main limiter to exploration at the moment.
-> The generator said I could remove it, after welding it on. But at Laurion, I couldn't remove it, despite really needing to do it there.
-> I really think the consumption priority system, should be active from the start.
-> I like that hacking doors, means I have the password later, but man does it take forever to hack them. And as they are a one-off event, you don't even get a speed-up boost. Especially the admin door at Laurion.
-> I like that many actions only have to be performed once per playthrough (blue highlights), so even if you die, you feel like you made some progress each time.
-> I wish there was more actions I could do while piloting the rover to a location. Practicing a skill, or playing a card game, or something beneficial. Its just that with some of the driving sections its a long period of just refilling oxygen tanks.
-> I think that the repeat action should be applied per a category of actions, rather than individual actions. So acquiring any source of water, applies a multiplier to all actions involving gaining water. Any action that involves hacking a door, you get a multiplier to that. Adding/removing power cell/fuel cells should be an action group. That way, when you practice one thing, you can practice for all similar actions.
-> I wish I could find some empty power cells at Talos, so that I'd have some full cells in the rover and some empties on hand. That way you could extract 3 full ones, install the 3 empty ones, and have 3 full ones on hand, while the generator now fills up the 4 empty ones in the rover.
-> Why do the water bottles at the start of the game are called small bottles, fill up the normal water bottle slots, but the 2 found at Laurion are actually small bottles, and fill up the small water bottle slots.
-> Maybe provide a hand-crank charger, for recharging Empty Power Cells. That way, you'd have a way to generate the power, but it could take a while to crank a charge to full. Kinda like that idea in the Metro games.
Was your initial issue on your second loop? Because the Loop Now button doesn't appear until your third loop.
- The generator explicitly says you can't remove it because you are welding it in place. That's why there's a warning message saying "are you sure you want to do this?".
- The consumption priority system has little-no benefit until the point you unlock it, and isn't available until then to avoid confusing/overwhelming new players. I may make it unlock a bit earlier, but it definitely won't be from the start.
- Door hacking takes as long as it does to give a meaningful choice between quickly forcing it, or spending a long time hacking it so you get a permenant upgrade. Even as it is, pretty much everyone hacks straight away.
- The familiarity speedup for actions is planned to be partially shared (https://trello.com/c/9stzrBhs/26-familiarity-v2)
- Having fuel and empty power cells and Talos would massively skew the balance of the game, and rover power is already way higher than it should be due to the way familiarity currently works.
- I'm not sure what you mean by 'normal water bottle slots' and 'small water bottle slots'. You can carry up to 5 of each item, so 5 Small Water Bottles, 5 Water Bottles and 5 Water Pouches.
- As mentioned, power is already way too plentiful. More options for long-term power generation are going to be added, but power will have to be nerfed first for them to have any real point.
Yes, my initial issue was on the second loop. And it did appear on the third loop, as you said. So I guess it was just the sequence of events that I took to get there.
The first time I installed the generator, I didn't get that message. Then after I had posted this feedback, I noticed that warning. So the big black popup warning that it would be a permanent change didn't appear the very first time.
I wouldn't say it has no point. I like to grab as much food and water as I can, quickly so that I can empty up the protein/filter water, but the system auto-uses synfood/water pouches, so I had to manually waste them to empty up their resource pallets.
Well, what you "could do" to balance it, is to reduce the hacking time, but the mental concentration needed to do the hacking consumes water/food faster, to offset the time needed.
After posting that suggestion, I realized what I was actually asking for was "skills" that would in another game. A passive upgrade that improves the activity speed of multiple actions. Possibly with a chance for a critical effect, that consumes twice as much time as a normal tick.
Rover power is only "that useful" once you've completed a path section at least once, or an entire path at least once. Until then, it takes forever to complete sections and death from loss of resources is very likely. I do see now that I'm on cycle 9 or so now (was at cycle 2 at the time of posting) that you slowly unlock shortcuts which makes things better, but at the time I had no shortcuts and it was torturously hard to get anywhere, hence the suggestion. But now at cycle 9, with some shortcuts and better route planning, I'm able to do things faster, but as a new player I didn't know about any of that and was ready to give up.
My apologies on the water bottles. I was confused and you are right, they are specifically different.
You don't have to nerf power. What you could do is give the option to add on more objects that drain the power faster. ie:
-> Improved navigation to reduce time needed for optimizing existing paths.
-> Improved detection to find additional objects of interest on side paths that you avoid now (like to first rover with artifact).
-> Build an extra compartment to the rover, that adds weight and thus increases standard travel time costs. Can install the water recycler into it, alongside the generator.
-> Build an extra storage compartment to the rover, that also adds weight. Can stash some supplies in it for an emergency. So you could effectively have 10/10 synthfood, water pouches, etc...
EDIT:
-> Something I have noticed, is that combined actions don't get speed up boosts from repeatedly doing them. ie Repair Upper Floor, I've done at least 3 times, and it says I've completed it 0 times over my 9 loops.
Don't really like how you do so much work to get just a 25% increase, other than that great game!
In the previous version it was 50%, but that was massively overpowered. A lot of people say the 25% is still a bit too strong.
Glad you enjoyed the rest of the game though.
Hmm.... Now that I played a bit more it is quite strong. Just didn't seem all that powerful when I first got it.
Yeah, +25% is still enough to make the water and air generators go infinite, plus adds a lot of time saved throughout the whole run that you don't need to use restocking.
I just finished the game a day ago and I want to say I love it. I love the figure it out yourself style of gameplay I love each choice you have to make to understand what's going on and what to do next. A few things I want to say though is the fact that I really don't like the priority consumption changing by itself, if there was a setting to change the fact, that would be really apricated, also I would like to be able to change the order of the queue without removing most of what I have. Also the gather supplies from outside at the Laurion station doesn't finish the last return to rover action. I also wish if you were to do more choice based things, give us options on what to do like how in the second dialog at the end of the current version it says you can either go to Strabo or Astrape, I would love to see more of this and I would love for for a spot were after you make enough progress you can have a second save so you if you make the game long enough then you don't have to wake up in the cryo sleep pod each time but it would be also cool to pick where you want to wake up.
You don't have to do anything I suggested in this but just take all of this as something from someone that really liked the game you made.
Really glad you're enjoying the game!
Most of your suggestions are planned/in some cases are on the roadmap. The only one which isn't is the alternate start points. I very much doubt I'd ever let you just pick where you want to start a loop, as that'd be impossible to balance. There may be one or two dedicated alt spawns at some point, but that'll be a ways in the future.
What a great game! Increlution is my favorite kind of idle game by a long shot. I enjoy making story progression way more than just seeing numbers get big. Of course, this kind of game does require a lot of effort in writing and plot, so it makes sense there aren't many titles that do it. This is a very fun take on the mechanics. I look forward to seeing new chapters.
For the action of "Ride Tram to Santorini," does it not benefit from repeat completions? (I could see the tram as having a fixed speed. There is only so much experience can offer!)
Correct. This action will be changed in future versions so it's a short "start the tram" action, which triggers a fixed time event. So it'll be more obvious that it doesn't benefit from familiarity (and why).
So minor bug I've noticed is the combined action of "Drive to Astrape" only completes half the action before it stops and you have to manually do the other half.
Seems like there are several combined actions that don't complete fully. They all seem to have travel as the final action of the group. Maybe something funky is going on there?
I looped when the "Congratulations" message popped up and just decided to wait on the cryopod, i was expecting a funny text, and that's exactly what i got.
Maybe tomorrow, the fact that it treats it as just falling asleep because of the constant time loop is wild.
Oh cool, I fell to my death!
Great game! I enjoyed each new area. Creating a sense of urgency for a quasi-immortal character is a neat, narrative trick.
My feature requests are (1) to allow refilling all water bottles when one has access to working facilities and (2) to allow the character to "top off" hydration (drink from the water fountain?) rather than requiring waiting to be efficient in filling that last bottle.
Thanks, really glad you're enjoying it!
I assume with (1) you mean that you want to be able to refill small bottles, regular bottles and water pouches, rather than only getting one type from each source? If so, then while I agree it would make logical sense, it would also completely destroy the balance of the game. I'd likely have to heavily reduce how much water you get in general to compensate, so it'd be a lot of work to end up in basically the same place.
(2) Is already done. You can double click an item in your inventory to consume it immediately (if it's not on cooldown)
Ah, so that's the reason for forced consumption. Now I feel silly. I think it's because I didn't use a mouse (I had a track pad), so using the features were not as immediate or intuitive. Great game and thank you for taking the time to respond!
What's the difference between the play button and the button to the right of it? They seem to do the same thing
The button to the right of it is to queue an action, quite helpful actually
To clarify - the play button (Start Action) puts it at the front of the queue, so you start on it immediately. The second button (Queue action) adds it to the back of the queue, so you'll start it when you finish all the other actions in your queue.
This is a great game but I keep getting stuck when I get to Laurioin. I ned to power the generator with fuel cells but clearly the full power cells from the rover don't work. Where do I get fuel cells?
There are two fuel cells outside Laurion.
thanks lol i swear I'm always low on supplies when I get there so I focus on getting in and searching Laurion
This is very cool! Scratches the same itch as an incremental game, but with a neat narrative hook. There's a puzzle game quality to it, but you can brute force it to some extent, which I appreciate. Every time the repetitive tasks threaten to get tedious, you introduce an exciting new way to speed things up. (Though after reaching the end of the current content after 37 loops, I do wish for a big "do everything in Talos and leave" combined action!)
Definitely excited to see where this goes next.
Beat it in 32 loops and I agree that you should be able to make your own macros.
How am I supposed to mine into the 4th layer without dying of thirst? Because even if i pack a lot of water, the cooldown on drinking kills me.
You can take breaks, either by waiting or leaving to go get more supplies/do other things.
First, make sure you still have power while mining, otherwise you won't make much progress. Second, it will kill you a few times - it's permanent progression, so it's worth losing a few cycles to get it done.
But wait, is it important enough to dig it all out to progress on the game?
General consensus is that mining the obelisk before going elsewhere is currently the easiest/fastest route, though that is likely to change in future versions.
It nets you a perma-buff, so yes
Oooh, now i got a good reason to get to the final layer
Great game, very interested to see where you take it.
Not sure how I feel about the multipliers working differently now. Trying to force the door used to be a great way to level destruction, but now I don't even know why the action is available.
On the other hand, the multipliers aren't as important as they are in Increlution. Unlocks like persistent and combined actions are more important.
"Gather supplies from outside" doesn't work properly.
Thanks for the game, loving it so far.
There seems to be an issue with combined actions with a travel component (like gathering supplies), the travel action doesn't get triggered along with the rest
Incremental games are usually just a brainless way to pass time, and the mechanics accordingly 'meh' in nature - it's incredible how you've managed to take a playstyle so artificial and mechanical and yet weave it into a core of such a strong narrative!
This is such a fun game, I love how it combines the element of a 'rebirth' / soft reset bonus from completing tasks you've already done before (my favorite part of that one unfinished game from years ago, I think it was called Groundhog Life) with bonuses that allow you to bypass certain obstacles once you've gained knowledge or technology that trivializes them. It scratches just the right itch, and now that I've completed all of the available content I'll fs be following for updates :)
Anyone know the key to close the game?
Hit the back button on the address bar
it appears ctrl isn't working anymore? shift never worked for me but control worked but it isn't anymore.
Moin bonrs,
Also bei mir funktionieren beide Tasten einwandfrei. Hast du schon überprüft, ob deine Tastatur gereinigt werden muss oder möglicherweise defekt ist? Es könnte auch ein Treiberproblem sein. Bevor man das Spiel dafür verantwortlich macht, sollte man erst sicherstellen, dass weder die Hardware noch die Software die Ursache ist. 😜
liebe Grüße
AThKORU
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Eng
Hey bonrs,
both keys work perfectly fine for me. Have you checked if your keyboard needs cleaning or if something might be wrong with it? It could also be a driver issue. Before blaming the game, it's best to rule out any hardware or software problems first. 😜
Greetings
AThKORU
nope. everything is working fine. but it could be a chrome thing.
also, there's no reason to be rude.
Moin bonrs,
ah, Chrome! Ja, das erklärt einiges 😄 Der Browser hat schon öfter mal ein Eigenleben, besonders wenn’s um Tastenkombis oder Erweiterungen geht. Ich würde dir empfehlen, das Ganze mal testweise in Firefox zu probieren – der zickt da deutlich seltener rum. Zumindest bei mir funktionieren sowohl STRG als auch SHIFT dort wie erwartet.
Was die „Unhöflichkeit“ betrifft – keine Sorge, war keinesfalls so gemeint. Ich versuch in solchen Fällen einfach, pragmatisch zu helfen. Vielleicht kam mein Augenzwinkern-Emoji nicht so gut rüber wie gedacht 😉 Ironie ist online eben so eine Sache...
Aber hey – no hard feelings! Hauptsache, das Problem löst sich bald.
Liebe Grüße
AThKORU
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ENG
Hey bonrs,
ah, Chrome! Well, that explains a lot 😄 That browser tends to have a mind of its own sometimes, especially when it comes to keyboard shortcuts or extensions. I'd suggest giving Firefox a quick try – CTRL and SHIFT work perfectly fine for me there.
As for the "rude" part – no worries, that wasn’t my intention at all. I just try to be helpful in these cases. Maybe my cheeky little wink emoji didn’t come across the way I meant it 😉 You know how tricky tone can be online...
No hard feelings, though – fingers crossed the issue sorts itself out soon!
Cheers
AThKORU
understandable. yeah i switched back to chrome bc some extensions didn't have a firefox version, but i think i'll check back today and see if all the extensions i have can transfer over, especially since they've done a mass purge of extensions on chrome.
thank you for the advice!
I dont like how the consumption is often made frustratingly frequent. Like I am consuming the supply while I fill a limited space with supplies. This guaratees death even after the first death? I stacked my backpack full and I still dies. Especially water, this chad hydrates like 10 second per bottle.
Like I get the point of loops making things faster, but its not like I am going to use the same skill of doing a hyper specific thing faster later in the game. Its like really punishing.
Perhaps catagorise certain action as belong to the same skill? It would be easy to prevent skill farming too.
The dev actually broke it from skills to individual actions. The reason for this is if you apply a limited number of skills to all the actions in the game, it becomes harder to balance all the timers as they add new stuff to it.
Oh I didnt know that was the case
No problem. That's why I took the time to explain it. Increased understanding of a developers intentions and actions tend to make for better support for the dev.
Been having a lot of fun exploring and getting a little bit farther every time! Still playing through it but please keep up the good work and looking forward to seeing more!
How doth one prevent the imminent destruction of Santorini?
I believe it's not yet implemented - you can get to the place where you will in the future be able to do it, but you get a "to be continued" message the first time you get there and perform the sticky (blue) action.
Hey! Super fun game! I'm hooked to the story and the loop mechanics. Keep the good work!
I'm surprised to hear you're having balance issues, especially with the new non-skill system. It's a game, and it's not like you have to have a perfect solution. I had to repeat a segment an extra time or two due to a combination of my own goofs and just getting a measure of (and reduction to) various time/resource costs.
And because of the nature of the game, I feel that was effort well spent. If a later element is less of a struggle because I needed a few extra trips to Santorini, I feel vindicated, not robbed of... what, opportunity to struggle?
Make it work, make it fun... not just for us. You deserve to enjoy making the thing too. Don't go burning out on advanced calculations just because you think this point in the story should have us sweat out half our last water bottle. Plus, I think you've already solved that with some stages of the drilling draining water faster.
It's a cool playground you're building with text and menus. ^_^
The issue with balance is more along the lines of "ok, player just reached a new facility, and I want to give them X upgrade. I/my testers now need to check to see if getting that first instead of last trivialises the rest of the game." Or, to give a more recent example, I wanted to add an upgrade which fit with the story, and once you unlocked it, you could get it from the start of each loop. But I couldn't because I didn't know what effect it'd have on anything, and didn't have time to test.
This tool is specifically so that I can have fun, adding what I want when I want without having to stress about what it's doing to the game because I'll already know.
I really appreciate your message though, and don't worry - doing a different type of calculations for a while will be a nice break from hitting my head against bugs which don't want to be found :D
Good luck! ^_^
No matter what, I love this game, it's a story, it's kind of addictive nature. And it's active development status. I like the subtle increase in automation but not to a point where you only need to click a single button and let the game play itself; not only in terms of mechanics but also in the story, with the dialog subtly changing over time. In the end, I quite enjoyed my 34 loops, and I am determined to see the game improve. And I can't even wait to see the story expand; even though I am not that big of a reader myself, I enjoyed reading through every single line of the log.
TL;DR: 9/10 - Addicting, fun, and still lacks a point for the unfinished story, which hopefully changes in the future.