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(+1)

feature request: save migration. (keep our progress from one version of the game to the next)

It's a bit annoying to have to remember to export my save before closing the browser. Else, I risk losing my progress if there's a patch between the time I opened the game and the next time I open the game. This should be done for me by the game.

no rush, as there's a workaround (remember to export & import)

Well, that's frustrating. The game SHOULD already keep saves, and I spent a lot of time making it support that. But apparently Itch stores save data seperately for each version. Apologies for that - I had no idea. I'll look into it and see how to make it work.

Heyyy, happy to see there was a new update (somehow missed it)

Playing through as I go (with the comment), just jotting down because i'll never remember elsewise
Long comment, apologies

-Various UI bugs, tooltips going off the edge of the screen, Area air not saying it's going down in it's tooltip when it clearly is (Need some lore for why area air is still decaying when you have your personal supply, as you should be the only one using oxygen)
-Rover water is displayed as possible before even knowing of the rovers existence
-Admin log doesn't play
-Appreciate the UI scaling option although should perhaps limit how small it can go (itsy bitsy mouse game)(Set the old size as default?) - On that note the ui feels.. thicker (blockier, softer), than it did before, can't quite put my finger on why (not in a good way)- redesigned skill icons?
-Some various small text missing early but sure it'll be looked at again later in development
-Talos Station, listing out all of the equipment, the mystery element held a certain captivation- what about waking up near entirely clueless and either learning about these things such as station name later on, or slowly having memories come back (sense of unease)
-Pretty sure you already mentioned death messages weren't right but reiterating so if not (also talks about an onboard food synthesizer and there wasn't one) - This occurred for the first death but not the second - Spoilers third death
-Water feels a bit free now but the ever reducing air supply certainly lit a fire under my arse (much more hurried) - as mentioned in a moment, this is bullshit?
-Power has no meaning loop 1 in the rover, expect it's another 'next patch' thing
-Why do I know about the dam before ever experiencing it? (and yeah maybe have the persistent tag hidden, in general, until you know about looping)

Wait, the cooldown says 30 seconds (air tank), yet it progresses faster than a second.. I feel lied to
(On loop in the base it seems to be near equivalent, so is it bugged outside Laurion?)- (3rd loop time is progressing normally at Laurion, unsure how it got bugged)- Managed to break it again? It may be entering and exiting Laurion Station? Or if not regularly then certainly teleporting inside with the generator

-Totally didn't misread (misinterpret) the attach generator to Laurion tooltip, though it was *too much* of a pain to drag it through the airlock and would be attached to the outside instead, like the main vehicle bay doors, got super confused on being teleported inside and caused a death
-Water pouch priority should be changing to water bottle while on the rover journey if being pedantic

The water recycler at Laurion - is that not redundant (haven't used it yet) when already having the water filter on the Rover itself - or by proxy, is that the water recycler which it isn't supposed to have from the start?

-Would be good to have reminders of certain important plot points, such as the state of upstairs machinery at Laurion, sure it's mostly a me problem but mistook the food synthesizer as functional if it had power when it wasn't
-Resources going red when nearing empty, visually annoying, would be nice if they go to grey (like Laurion power before interacting) when they run out completely


I mean yeah, it's interesting, mooostly good things and I'm looking forward to finishing this chapter although I may have a few more loops until that point hits (for another day)
Keep it up for sure, prioritise a finished update over a rigorous schedule etc although communication about timeline is always good - there was some mention of supporting but I see no links and hope you're well

It's late and I can't be assed to compact this comment but hope it was worth writing to you

  • Noted that tooltips go off the edge of the screen. They didn't used to, so probably related to UI scaling. Resources draining without saying so is a known issue, but will need a big fix next major update. However, area resources being drained before personal ones is deliberate - your just leaving your helmet open to make use of the local air, instead of wasting your more limited and more mobile personal supply.
  • You're correct - rover shouldn't have water until you install it in Laurion. That bug was introduced in 0.2.5, will fix it next patch in the next few days.
  • A couple people have mentioned the lack of admin log. Not sure how I broke that, but I'll take a look.
  • The scaling is literally the only thing I've changed about the UI, and it should default to the original non-fullscreen scale. BUT it reacts differently to fullscreen now. I'll probably add an option to disable the scaling entirely.
  • I actually haven't rewritten the first death message since the original, so I probably should look at that...
  • Nothing to do with Rover power is meant to be visible in the rover until you've reached Laurion and inspected a door which needs power. I'll fix that.
  • The dam event being visible early is a new bug from 0.2.5, will fix next patch.
  • Interesting note on the air tank cooldowns... It may be the same bug as some events - if you reload the game at certain points, it progresses at double speed. I'll investigate, but that'll probably be a big enough pain to have to wait for next major patch.
  • Mmm, that's a fair point on being caught out by being moved. I'll look at adding an icon/tooltip to actions which will move you to a different area. I actually really like that as a slightly more subtle warning that you may lose access to stuff.
  • Item consumption priority is determined when you pick it up, rather than ongoing. Which I do want to change, but it's low priority.
  • I am interested by your suggestion of plot reminders, but I'm unsure what form that'd take just yet... Maybe just a subset of 're-explore' actions which can be hidden? I'll have a think on it.
  • I'll make empty resources default back to grey. The highlight was added back when there were only personal resources, and running out of any of them meant you died.

In fairness, when I released 0.2.0, I was confident it was mostly bug free. A lot of the bugs you've mentioned were added by the smaller patches I did since, which I generally test less because (in theory) they're tiny bugfixes/tweaks which shouldn't break anything. None of it was caused by trying to keep to a schedule except for the resource drain not showing on tooltips. That one I honestly assumed most people wouldn't notice/care too much.

I think that before the next major update, I'll look at setting up a discord, getting some beta testers sorted out and give them early access to new updates to help iron out the issues. That and I'll look into some automated tests. Even testing on 10x speed, the game is already getting too long for me to test every corner of it every time I change anything.

In any case, thank you so much for the detailed feedback, I really appreciate it!

Just looking at this before jumping in again

-For the UI, perhaps it is just the scale and the curves at corners looking more prominent (mb if so), but what more caught my eye was the exploration and ship icons, they seemed chunkier, as if each individual segment of the drawing was scaled up instead of a solid image icon (as in an artifact of scaling perhaps? Idk, it hit me when I first loaded as merely something was off)
-Personal/Area resources was just slightly irritating when you have the limited and ever dwindling air supply - wanting to use personal air and consume air tanks to refill them and preserve air as long as possible - limited/reducing production rather than current stockpile - releasing a canister to fill the local area? seems like the simplest option although again not the biggest priority - as Air is a very limited resource anyway they'd just be shooting themselves in the foot to waste it
-Message stating you have plenty of rover power to reach the next base as an in universe reason for why it doesn't show initially?
-I wouldn't assume the air tanks were the same bug as events, I did see the comments about that before playing and pretty expressly avoided reloading during play and ended in a stable position
-(Being moved) It's always those little comments which lead to the most interesting paths forward hey? :)
-Yep, absolutely get item pickup is low priority, not that important, just a ticket for down the line
-I think mentioning the environment a few times (like the first loop there, and then a brief mention the next two or so) would already go a long way in that - But, as another idea, you mentioned you were going to be implementing disabled resources? Surely that could fairly easily be relabelled as broken, in a collapsible heading (thinking that might get annoying after a while), issue being you don't want to trick people into thinking there's more there when there isn't (or them dismissing so when there is) - Yeah no think the occasional chat remark in further loops would just be best (First two loops, then fifth loop, tenth loop, 20th loop etc- getting further apart as it's less important) - maybe even just making notes of your surroundings in the downtime you'll always experience

For general in testing- Save states are your friend, even if it's dev only, being able to jump around locations and in different scenarios, or cheats like resources collected instantly or instant action completion

Oh and as for the comment about updates? Talking about so going forward (think it was in the 2.0 devlog), not making any passive remarks about this update clump, can dismiss it but wanted to clear up the confusion

Thanks for developing the game :)

Some more notes while going

- On reloading, there's no events, woke up in cryopod (think they were there) but 20 seconds later looking again, there's no events, no air, no hunger - hunger did kick off so the events are still going but it's not displayed
- Bear in mind that reducing actions also means reducing the xp a player has at any particular stage, early on when you have infinite resources is a much better time to level than arriving at Laurion on a clock (Speaking of which, no extra metal plates when the repair is streamlined, you can otherwise leave with 5 spare, like the coupler)
- Could right click be a distinct action in the queue rather than replacing existing actions? Like say 4 stacks of collect water pouch and then another independant stack of 'prepare' water pouch (not sure your terminology for it)

I'm curious about balancing without the cheated water - I'm dismissing it right now because it's just not an issue, but it's a free extra 3 minutes 20 seconds up to Laurion
- This run I'm on now, I make it to Laurion with 3 minutes 14 seconds of water, tried not to create any more water on the move (although I did *before* leaving), and I'm not inside yet - I could maybe cut down on some oxygen or some other small parts just to make it there but, that's pretty tight - I think it will cause *many* more deaths
- Actually, that was in the rover, I'd need another 30 seconds or so and couldn't do the quick way i'm doing now.. hmm, very tight, might need some thought

- When installing the water generator (0.2.5), the collect water option actually disappears, parked inside Laurion currently but air is still available so I assume bugged
- No power drain on the airlock, allows you to jump back and forth at almost no cost, farming tech instead of burning time waiting
- Still no water option when not in Laurion, i'll be dying soon (what I get for playing fair) but assume it won't be an issue when the water is as intended
- Clicking on the new action button would be nice (to dismiss), made the UI small enough that it doesn't matter and I can sweep over all, but it would be preferable to me to practically click snooze
- Air tank may be speeding up, each time going in and out of Laurion? - Instead of 30 seconds it looks about half refilled after the 3 to prep a new extraction (so 6 second cooldown instead of 30, 5x the intended speed)
- Every so often when doing an action that consumes a resource, such as the metal plates, it consumes an item - Currently looking for the rover, typing while time goes, would it not be an idea/would it not be possible to give some chat messages while exploring, remarking on the area etc? Either that or maybe some way to fast forward, it's interesting to explore sure but as you said regarding testing, that time adds up, and you're sitting there for 2:30 doing nothing
- Install empty power cell action doesn't go away after installing all you have access to
- Being able to see the Rover's power without driving it (such as inside Laurion but when the power is off) would be nice - especially as you presumably get access to more fuel later or another chapter

All for now, sure i'll keep rambling later
There is little need to read all these if you don't want to but hope it's helpful

(2 edits)

Third log (v0.2.5)
Almost feels like writing a journal, suppose it is, but with a point

Hit the end point for content this chapter (7 loops to finish, but still exploring
-Monolith drill doesn't seem to properly take power away- clearly slower than intended
-Events (namely oxygen) disappeared at the start again without reloading (at least noticed it again, might be happening more)
-The obvious issue of you can't drink your supplies of water as fast as it's consumed - maybe just a debuff that you get half the amount of water if you drink at that point? (Alongside the losing water faster modifier - understand if it's left as it is)
-Looking at the water timer a little closer, it's already faster before ever stepping in Laurion proper, so it seems to be when getting in/out of the Rover, as it's already going double speed
-Monolith water makes more sense the second time visiting, but still you die with left over resources, and I think you'll be dying even sooner once the water generator is fixed and you should have one less water resource to use by the time you make it to Laurion

-Typo in monolith artifact interaction, 'name storage'
-After the monolith, if you don't have the capacity for a resource, you will die rather than use it (such as buffed Water bottle before the emergency suit), something to bear in mind - this becomes even more of an issue when dealing with priority, tested with a small water bottle, which has a lower priority than a regular water bottle, and even though it wouldn't drink the regular before dying, it still refused to drink the small water bottle and prolong life
-Bug with the optimised journey to Santori - Either it shows two actions as possible when there shouldn't be two, or it lets you complete both actions at the same time, I guess the first one

on my first run, i hacked the admin door and after reading the computer didn't get any dialogue, and on the second run there was dialogue about already knowing what was on it, despite not actually getting said dialogue.

Huh. That's a new one. I'll make a note to check on it.

It happened to me too!

(1 edit)

BUG: in v0.2.1, if you extend the dam manually, you can't move forward anymore.
[fixed]

Not quite sure if this is a bug or something I'm missing, but I'm pretty sure I got to install some sort of water filter in the rover, at the 2nd base, but now I can't anymore. Is it related to the rover being full with a generator in the trunk? If so, that's not obvious.

When you load the generator into the rover for the first time, the log tells you that it fills the compartment. If you try to install the generator, it warns you that it's permanent and that it'll prevent you installing other bulky equipment.

That being said, I do agree, which is why this is listed as a known issue.

"There are one or two places where actions which the player is aware of and may have performed before aren't available due to other actions that you have/haven't performed, and it might not be obvious why unless you've read and remember all the story messages."

Anyway, yeah, not obvious.

(+2)

Can't copy exported save

I'll be looking into that today, thanks for the report!

(1 edit)

On the very first loop I extracted too much water, so started a new one right after. Tried to get to the second base at first loop - died on the way (water).

* Some windows (x3 "fill air tank", later x2 "follow the coordinates") don't disappear and remains near cursor.

* Blue "persistent" text can be a spoiler for new players. I suggest to hide it on first loop.

* Sometimes I see 4/5 of something in inventory, but corresponding action do nothing and that something instantly becomes 5/5.

* "WaterPouch" is written together, while everything else is separate.

Thanks for the first chapter! It will be interesting to see what awaits at second base. It wasn't for nothing that it was possible to take an extra coupler from Talos, right?..

(Firefox 134.0, before hotfix)

  • Windows not disappearing is (I hope) fixed in v0.2.1
  • The persistent text was also bugged to appear on all those windows which didn't disappear when it shouldn't have. Now it only appears on actions which are obviously persistent (like reading something or exploring somewhere) or ones which you learn are persistent (by starting them then reaching them again).
  • Unsure what you mean with the 4/5 items and actions not working, but I'll keep an eye out.
  • I'll add a space to WaterPouch.

It was indeed Talos ^^

So glad you enjoyed it!

I figured out how it works. When a player has the maximum amount of food/water/air, he can still try to take more. The action will be completed, let's say, at 95 percent, and next time there will be those five percent left, which will allow the action to be completed almost instantly. So it's not a bug.

(+1)

Ahh, yes. That is a new feature ^^

23 loops, 12.5 hours, "...and the world goes dark". Definitely will wait n play next chapters ^^ (Itch declined my Yoomoney virtual mastercard, and I barely used PayPal since acc creation ~10 years ago)

Second time I can't leave Talos with rover. averyraine already reported this problem. https://ctxt.io/2/AAB4wYN5Eg

# Feedback(web version, w10, latest chrome) to update 2025-01-09:

* First - I like update, and game cooler than before! And I already await for new chapter!

## Gameplay:

* When I waked up after first exploring base, repair generator replaced with repair upper floor. It's strange. (With gen description)

* (And next) water gen appears on the first base. (I attach many screenshot bellow)

* And when I installed water gen on first base, install gen into rover also available. (I even don't reveal this action before)

* And water.gen and gen installed on first base... No new action about water, but action about removing power cell(as intended?) and power bar.

* And power bar rains fast. (But popup shows 0/s and it's lasts forever...) (And I come to Laurion with only 164/400)

* And on base after I export/import save, water/food baes disappeared and even don't restored when I salvage food/water.

* And save HARD RESETS after reloading game.

## Interface and tech:

* More time - slower game. (Even visually slow popup movement. up-to 15FPS?) But it's resets if reload page.

* I manually saved before reload(Almost instanly after wakeup) and even with this, I rolled-back (to auto-save?) to some seconds before wakeup...

* It's shaked some actions order.

* Save export don't work, because text just don't available outside game. (Even if exit fullscreen before copy)

* New-action-bages - better blink once or even don't blink than blink constanly... (May be bug?)

* Better don't mix action-progress/refill with new action flag. (May be a small mark or colored part?)

* And I already wrote about categories earlier.

* If I remember right, gui was enlarged in comparison to first version, and it's feels too big for me. (Particullary annoying with slowing game by slow scrolling too big list...)

* Some times log don't auto-scroll to end. (Maybe by slow FPS and race condition with new records)

https://imgur.com/a/zCVnu8Y





The UI is definitely still a work in progress. I'll keep doing a few UI improvements with each update, rather than trying to do them all at once and not having time to do anything else that update.

Auto scaling was added because people with 4k monitors couldn't read anything. I see your point about it potentially being too big though. I'll look into adding something to the Options menu so you can toggle it.

I've not had any FPS issues... Judging by your screenshots, that was on the pre-hotfix version though. I suspect the drops were caused by having too many popups open (because they didn't close), and refreshing the page would close them all, making it run fast until too many opened again.

Genuinely phenomenal. I hope you continue working on this. Excited to play more and see where the story is going. Going to try doing some runs later to bash down the ground floor door in time

it seems that even if i abuse the water pickup bug i can't bring enough water to win without looping. if only i could skip the reflection the first time around.

(1 edit)

It does feel like an intention choice to have the character's knowledge limit the player's options in such a way that demonstrates the mechanics of the game. I didn't try a game where I die before getting to the artifact. Is that a true game over?

Edit: Tried it. Yep, true game over. ^.^

(-1)

i mean, i still think it would make sense to have the choice to just go straight to the co-ordinates instead of going to the reflection. 

(+2)

Some people are already complaining that it's possible to die without starting the loop. I don't think there would be much benefit to allowing people to skip starting the loop altogether.

(+1)

Ok, lore reason (for now at least):
You know you don't have the materials to make it to the coordinates at your current pace, you go to the shimmer to try and scavenge for materials like food or water
(ps, it literally already says this as you approach the craft)

Even if not, then "You feel a strange compulsion to go toward the shimmer", reasoning solved, moving on

(-1)

well if you're careful about it you could get enough supplies to be able to make it if you don't take the detour. so the first reason doesn't really apply.

and how come you'd be able to resist the compulsion the second time around but not the first time?

(+1)

Because the second time around, there's no artifact to compel you. Plus you've already seen what the reflection is, so no curiosity pulling you that direction either. Or at least less.

(+1)

That was a really cool demo! Hope you flesh it out into a full game - I'm craving more!

(5 edits)

Thank you for the entertainment. I look forward to your future progress on this project.

Oh I absolutely love all that's shown here. The story works, I'm interested, and gameplay feels very good. The possibility of branching paths between loops is very promising.

I'd love some QoL though. x5 collect? activities stacking on the queue? Being able to "see" activities slightly ahead on loops, so you can plan out a bit forward?

(+1)

Glad you enjoyed it!

Definitely going to be working on some form of QoL for collecting larger quantities of items easier, though unsure on the exact form of it yet. Queued actions stacking makes complete sense - thanks for the suggestion. Seeing future actions you're already aware of is definitely a possible alternative to the automation in Increlution. I'm not sure if all of those will make it into v0.2, but they're definitely on the roadmap.

Great game so far.  My only complaint is that I full screened it and there's a lot of wasted space on the screen (1920 x 1080).  The font for the story is pretty small and hard to read.  Would like to be able to make it bigger.

Better text/UI scaling is definitely on the list for next version. Fwiw, there are two full screen buttons on top of each other - the blue one added by Unity which actually full screens, and the transparent one added by Itch which does the effect you described. I'm still trying to figure out how to stop them overlapping.

Glad you enjoyed it though.

Are both needed or is simply removing the itch one an option? As it doesn't work anyway

I hadn't thought there was an option to disable it, but went back to double check before saying there wasn't. Turns out - there is! So there should only be one full screen button now.

Thought I'd mentioned it before (and yep it's all good)
Nice to be able to help

(1 edit) (-2)

The relationship between "active units", "seconds", and "inventory units" needs to be clarified. It is not clear. 


The UI: It isn't clear how to say "fill up all the water I can".

Equally, the whole "You ran out of critical supply A" bit -- I have to get food, water, and air, and some of them are resupplyable once I get power going -- but, I have to get enough to work before I can even get power on -- and if I don't have enough, I can't stop the power fix to get more water/food in the middle. So how much do I need to stockpile before I fix power? Why can't I do some power work, eat/drink, do more?

I ran out of water while trying to hack the admin door. Because for some reason, I was too stupid to stop and get more water.

(+1)

You can stop to get more food/water. Your character won't do it automatically, but you can cancel an action any time you want, or you can click the 'start action immediately' button when you're half way through something else. In either case, progress on the action will be saved, and you can resume it where you left of later.

That being said, I do agree that the UI needs work, and clearly it may be benficial to add a tutorial which explains things like this.

Especially with the idea of improving and learning on the next run, I actually think babying people throughout the intro would be a downgrade and something which takes away from the experience to a quite notable degree

Resuming progress shows itself if you try, X and queue is pretty evident too
It's just a case of not wanting to look at it and learn, shouldn't take it to heart much

I do tend to agree. For now, I'll aim to improve the UI, but will leave an explicit tutorial for if/when a larger number of people have issues learning the game.

Sorry. There is no obvious queue, no obvious stop action, etc.


Consider what a new player sees. They press a button, wait a few seconds, and get the result. They keep doing this -- press a button, see what happens.


Your description of a queue, and improving on the next run -- that sounds like either Idle Loops, or Cavernous -- and both of those make it absolutely clear from time zero that there is a queue and a need to restart/redo over and over.


Nothing like that is apparent when playing this.

Given that the queue literally has a title oh "Queue", I'm going to assume it's off screen for you for some reason. Are you playing on a phone, or a PC with low resolution? Either way, I suspect it'll be resolved in v0.2, as it scales to resolution way better than the current version.

It might be off screen. 720p monitor, and consider system bar, title bar, address bar, tab bar, vertical height is potentially not there.

Was nice to play. Do kinda wonder if it's theoretically possible to reach the coordinates without having to take advantage of the artifact, but 'eh.

(+1)

Current state, without bugs like smuggling resources, it's close but not quite possible (3 units of water out, think that *does* include final approach but maybe not)
We'll have to try again when there's more to do, hey?

(+1)

what a fun concept, would like to see the whole game when it comes out

(+2)(-1)

That was really cool and well made. One small thing I noticed that a lot of other devs don't take the time for is how you prioritized using renewable resources (water pouch, synthesized food) when needing to refill stats. I was worried that would be a problem, where it would always default to the best or the worst

(+1)

I encountered a bug when I died during the driving segment right before touching the artifact. When I reloaded I could made water/food while on the road

(1 edit)

I absolutely love the idea of this! I haven't gotten a chance to see all of it yet, as the glitch I see mentioned below happened to me and I could harvest resources all throughout the rover journey. I'll include a screenshot of the victory in case it helps. I'd like to see this idea expanded, and believe that with some polishing this could be better than Increlution. Keep it up!

(As you can see, I still have access to "Take Water Pouch", and "Synthesise Food", even though I took the power cell and left the start. I'll replay and attempt to figure out what triggered the glitch...)

Edit: Naturally dying seems to fix the problem for the next loops if it occurs.

I'm starting to wonder if this might be a browser-dependant issue or something... I might have to add in some debug logging at some point to help track down the issue.

Anyways, glad you enjoyed it. I really appreciate the screenshot and the offer to replay to help track it down!

it doesn't seem like you're supposed to be able to grab more food and water once you're piloting (since you "stockpile"), but with the amount of time it takes to get through the piloting section it's nearly impossible not to run out of water at the very least

very fun otherwise though! my first time playing a game of this genre, it was enjoyable

You're right that you're not supposed to be able to get more food or water after leaving the facility. It is difficult to survive - definitely not impossible, but judging by the number of people commenting on it, I probably will tweak it slightly at some point.

Glad you enjoyed it!

I enjoy

just did a fresh run through the game and the start new loop and restart from the beginning buttons still don't work hopefully I'll remember to come check on this game again in a week or two it's got serious potential 

between two weeks and a month until more content, or at least more content will be in development (as far as we've been told)

I still feel thirsty 

10/10 would recommend

(+2)

Cool take on the loop/task based subgenre of idle games. Some feedback points:

  • Fullscreen doesn't actually make the game fullscreen. It would have been nice to have bigger UI especially for reading the story text. My eyes got a bit tired by the end
  • Some of the piloting sections take a bit long while you don't have anything to do but wait for the next story beat
  • Some of the actions stay while it doesn't make much sense for them to stay. Such as taking water pouches from the workshop while you're long gone in the rover
  • The food/water collection get a bit tedious throughout the piloting section. Although I'm guessing you have already  planned automation for repeated tasks in later stages of the game

Aside from the UI size none of these were that detrimental to the preview demo but would be nice to see those polished out in a final version. I enjoyed the space theming and plot of strange artifacts causing shenanigans. On top of that the story beats are well written. Keep it up!

(+1)
  • UI/Text scaling of some form is definitely on the list to add in. I'm unsure for now what form that'll take, but at worst I'll throw a text size slider in the options.
  • I may try to tweak the timing on the rover sections, but I don't think they can get much shorter without making water drain faster, or nerfing the water pouches. And they're already annoying to keep collecting all the time.
  • Water pouches should disable once you leave in the rover. I've seen a couple people mentioning that, so probably a niche bug I've missed.
  • As previous - the food and water tasks should disable once you leave. You're supposed to have stockpiled all the resources you need (except air) before you leave.

Glad you enjoyed the story and ideas!

(+1)

There's two fullscreen buttons, the blue unity one, and a fairly transparent itch one I think - clicking the unity one should make it proper fullscreen, although it doesn't change much

(+1)

Great game!

I played it again:
The first time I played I encountered a bug without knowing it.  Most of the actions didn't remove themselves when they should.(I scavenged the food synthesizer but could still scavenge for food, I hacked the doors, but could still destroy them, I left on the rover, but could still gather food and water...)

(+1)

enjoyed it one loop used

(+1)

Not bad at all. Water still seems to be the limiting factor (wonder why you can't just haul the entire crate onto the rover, weight constraints?), beat it in 2 loops

(+1)

As it happens, one of my plans for future versions is to let you load SOME of the water onto the rover. It was just a bit too much work with too little benefit for the current content. Glad you enjoyed it so far though.

Yeah, I stacked both types of water and barely made it till the end

(+3)(-2)

VERY cool really hope you continue this

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It said I completed the demo in 1 loop, in 22 minutes. I can't click 'loop' only 'restart' (actually neither option works). I never opened the 10 minute door though; from the description I assumed I had to go out and get other supplies before I "restarted the power" and that it was the slower option.

A couple people have reported the buttons on "game complete" screen not working, so I'll definitely be looking at those at some point. The 10 minute door is mostly there to teach a lesson that you shouldn't just blindly try to do every action, but I'll likely make it a handy shortcut later in the story.

Finally finished the demo in two hours. On the last loop I hurried to pull out the power coupler from the food synthesiser, although the rover was not completely repaired, and only by a miracle the supplies were enough to get to the next base. It is inconvenient that the protein bars are at the end of the list. I would also like a "take max food/water" button. It will be interesting to play the full version.

I do plan to add buttons for "repeat this action for as long as you can", which would at least simplify the collection of food and water. Glad you enjoyed it.

Thanks.

Wonder how far you can make it in the rover without needing to put on the emergency suit - eva to artifact with no oxygen suit?), even without smuggled small water bottles

Possibly an idea to decrease oxygen storage when no longer in the building

Patiently awaiting future development and to absolutely gut any sort of intended balancing

Oh, and you can't start a new loop (maybe either button) when you reach the second base, but it's end of content anyway for now

Haha, can't say I've tried to find out, though I do have a note for v0.2 to rebalance Air. The specifics of how I do that will likely depend on what direction the future content goes in.

Always good to have someone trying to break the balance - helps make it better in the long run!

Huh. Wonder how I broke that. I'll leave a note for v0.2, but likely won't rush out a fix before then. As you say, it's the end of content and I don't think there's enough there for people to want to replay it that much yet.

(For the record it was an issue in 0.1.0, wasn't broken in the patch- there's crude workaround for the player rn)

I repaired the rover and nothing else is happening. I have it stuck with the auto pause so i can't pass time either

I've confirmed it works on the latest version and I'm able to proceed. You might've been on the previous version, which definitely had some bugs. You did comment shortly after I uploaded the new one.

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The text size is super small on my computer. This makes it hard to read.

I encountered a bug. When I restarted after getting the artifact it said that I would go straight to getting water. I tried getting water, but the action did not work. It queued it up, but would not run. The game was not paused. I had to die and restart so I could do anything.


This bug is repeated on restart. The Take Small Water Bottle button doesn't do anything. I do Open Cryopod, but it does not disappear. Open cryopod turns to black instead of disappearing. Take water appears underneath it. I do open pod again, and it disappears this time. Then I try to do take water, and it does not work.

I am on Firefox, Windows 11 pro, if that matters.

I do need to properly look into auto text size scaling on high resolutions in Unity. It's not something I have much experience with.

Pretty sure both the other issues you had were caused by a v0.1.1 bug which I've fixed in v0.1.2. If you still run into it, let me know and I'll take a nother look.

I finished the first loop successfully. unlocked looping. and died. next run I open cryopod, explore facility. then get an option to take water botte, or explore facility again. thirst never starts. water is never gained. next run explore never appears. I die of hunger every run now. some sort of bug happened.

hard reset and it is working. beat it in two loops. it is nice.

Yep, v0.1.1 had a gamebreaking bug, so I got v0.1.2 sorted ASAP. Thanks for giving it another go, and glad you enjoyed!

the 'auto pause' because of death didn't work 

I did a hard restart to try again with the new version and decided to see what happens if you let your self go thirsty and it's kind of cool you really make that item at the other rover the real start of looping 

Start new loop button doesn't work 
also managed to accidently take an extra small water bottle by only taking one of the initial 3 at the start then trying to grab one more just as I was about to finish the leaving the facility to have a full thing of water just as I was leaving the facility then was surprised to have access to the 3rd bottle still 

Ahh yeah. I think when I was marking actions to be locked when you leave in the rover, I assumed you'd have to drink all 3 bottles by the time you left, but on later loops that's definitely not true... I've added a bug ticket to be fixed in v0.2.

Yeah Game makers can get cut real bad on edge cases *snickers* 

IMO this game is off to a better start than the one it's inspired by with how you allow some obvious steps to outright be skipped the second time around and the changes in dialog 

Thank you so much! I'm definitely hoping to push it more that direction as you get further through the story to prevent the early stages becoming just a repetative set of text messages which all blur past in seconds.

Also bypass option is still there after getting to the derelict rover the second time

Already mentioned by others (and fixed in v0.1.1), but thanks for letting me know!

BTW you might want to thank SaltManagement42 it was his mention of your game on reddit that lead me to discover it 

Reddit Incremental games 

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