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I want to break that damn door!!!

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"Repair rover power system" and "repair rover hull" should eventually be combined into "repair rover".

"Shut off emergency systems" should probably be Tech, not Exploration.

I gotta be doing something wrong because i can't even get through the first rover section. Normally i fail because of water but the last time was because of air. I jsut can't seem to get the balance right and it always seems SO close it feels like i'm doing something wrong

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If you're running out of water, you need to make sure you stock up as much as possible before leaving, which requires you to have NOT consumed all of the non-infinite water before you leave (from the Extract Water action). If you're running out of air then you just need to use the Fill Air Tank action more often/earlier.

If you need more advice, I recommend joining the Discord. There's a lot of people active on there, including several who are trying to optimise speed runs.

Five seconds in and I already adore the concept. Definitely gives me some Fallen London vibes, mixing early aughts browser games with a compelling narrative. Excited to see where this goes!

Very nice game but you should allow the player to Force that ground floor door.

just finished in 11 loops. I like it a lot. one thing that super bugged me though. the dam design is completely illogical! that is not how dams work! I know the mechanic you were going for. but the lore messes with me.

it is a good game though. that was the thing that bugged me the most. so thats good.

Yeaaaah, that's fair. I do know that's not how dams work, but I needed a timegate and that was the only thing I could think of which even vaguely made sense for a partially terraformed planet. Glad you enjoyed the rest of it though!

Could be coming up from the bottom of the dam first and you have to wait for the river to stop before you can progress. Same mechanic, same reason of the dam needing to stop letting the water flow, just not having the dam move. As for the lore for why the chosen path was going in front of it: The other bridge was not complete yet or was damaged by uncharacteristic corrosion.

Ooh, that works. All the same effects without any of the issues. Thanks!

somwhow  i have 0 air hut dont die, also character wont use the air tanks

I've not encountered that before. Please can you export your save and send it on the Discord server so I can investigate?

Import doesn't work, console says 
`KeyNotFoundException: The given key '169.13444519043' was not present in the dictionary.`

For anyone who sees this and isn't on the discord - this issue was caused by the PC the save was exported from was set to one language, while the PC it was imported to was set to a different language. Temporarily setting the second PC to the same language as the first should solve the issue, and I plan to fix it in the next major update.

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theres almost nothing to do in order to get water in first traveling thing, i keep dying even tho i already got 5 pouch water things with maxed water resource, i even skipped getting air to breath in order to find water faster but nah, seems like the whole game ends like this 😭

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You can bring more water than just the 5 water pouches. You just need to not drink it all earlier so you have some left when you leave.

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idk how to not drink and idk how to bring more i played more and saw i could 5 more bottles i think? but it still wasnt enough :(

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There are two actions which gives you different water items. "Extract Water" gives you small water bottles but has a limited number of uses, while "Take Water Pouch" gives you a water pouch and has unlimited uses. So as long as you don't drink all the water bottles early on, you can take 5 water bottles and 5 water pouches on your journey. And that is enough water to reach where you need.

tried again, died from hunger since i only had water thing on rover :(

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you need 5 water pouch's, 5 water bottles, 5 protein bar and 5 basic foods when you leave to make it ( go to the detour when you see the option)

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Saves were broken*

This should now be fixed!

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softlock: putting (and then fully placing on) the generator on the rover prevents you from leaving the first area (if you haven’t left already)


might be the thing you mentioned was fixed, but i encountered it today so

Nobody's seen it on the latest patch yet but struggling to reproduce it to begin with too - it's not all loops
Just can't find *else* needs to happen to trigger the bug

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It might be helpful to make a debug list that you can grab out of the save that is all the actions completed and in what order. 

Ex:

Open Cryo, Explore, ect. so that way you can see if its a unique path that caused the problem.

We the user don't have to see it but you  could always set it up so we could see it and then copy that list to you instead of a whole save as an option.

Makes sense. Thanks for the suggestion!

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water recycler seems to be bugged for me. doesn't recycle water after installed. i'm dehydrating ;n;

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"Finished" it. At the current state it's already leagues above Increlution. The loops are not always the same. Your character is conscious of what happens in the story. And there are strategic choices that are not just going from "pick apples - 3 seconds" to "pick bananas - 28 minutes" implying you need to grind the game AFK in order to progress.

No, you can actually go pretty far without so many loops. I got it in 11 (wasted a loop to level up destruction for the lolz), but I'm sure someone could get it in 8 or 7, even. 

Can't wait to see how this goes!

if only you COULD grind afk.but here, as the description implies, you must make choices ina certain order, each choice only lasting like 20 seconds.so you cant jsut start stuff and sit back for 10 minutes.
and you have to redo shit in the same order each loop, always the same stuff to get the rover ready

Isn't it even worse in Increlution? The same loop over and over? As I stated, even if you level up your skills the core gameplay stays as it is, so any progress is just numbers increasing.

I was able to reproduce the unable to leave in rover issue.
Seems to occur on any loop if a full power cell is removed on the previous loop.
Hope that helps!

Removed at all or like, removed and never put back, or just having a full power cell in your inventory?
If you remember, would be good, last major bug that's struggled to track down in this version

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definitely enjoying this. Would like some automation at some point, and... I've run into a bug where leave in rover immediately autoterminates even though there's nothing left to do in Talos

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I got this bug too.  Unless there's a workaround this bug bricked my save file.  It seems to have started after I ran out of energy while travelling to the third town and had to manually loop.

edit: Leave in rover seems to work after another manual loop reset.

Finished current content (again, I finished it before the Chapter 1 update), nice game. Aside from the water recycler bug (which I happily and heavily abused; I'll probably start a third playthrough once that is fixed), it seems that 'play admin log' (starting location, accessible after accessing admin office) does nothing. No message for completing it. I think I did get a message in my first playthrough before the Chapter 1 update.

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Edit: I've read another comment, this seems to be a known bug already

The water recycler task seems to be broken: normally I am able to get water bottles from the rover, but after I complete the task it no longer allows me to. The task tooltip makes it seem like it is supposed to be the thing that allows me to get water bottles, but it is coded the opposite.

I'd send a screenshot, but for some reason itch isn't allowing me to, with error "post: body: expected text between 1 and 20480 characters". This happens regardless of whether I have text with the image or not.

in a fresh run made it to the co-ordinates and died in the facility. i wish there was an alternate text for dying here :(

It shouldn't actually be possible to get inside the facility, or even reach it on the first loop. It's only possible at the moment due to the 'full water bottle' action being unlocked when it shouldn't be. I'll be fixing that in the next couple days.

oh... i see...

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Enjoyed much of the new content. Thank you for it. Not sure how much is left before I was going to be stopped at a content wall, as I refreshed this page trying something, and lost my progress.

A solution to the dam seems to be to wait it out in Talos for 18 to 23 minutes. The only thing stopping me is that the character doesn't think to wait at the starting base, and I run out of task to piddle around on while waiting. My skill increases and knowledge are hurting me.

Once I've seen the event timer for the damn, I should get that timer when waking from Cryo.

I was disappointed that I couldn't load an empty cell into the rover while parked in L Base. I like the heading separation for area resources vs personal. Actions gaining a similar separation between area and rover could help understand which actions apply to what. At the lost rover, without reading descriptions, I wasn't sure which rover I was messing with. It was also odd that sometimes I had to leave the rover to do actions, but other times I could just do them. (Outside L base, I can't pickup fuel cells without exiting the rover, but at lost rover, I can interact with both inside rover and area).

Placing cells into rover (full or empty) doesn't consider what is in inventory. I would expect the actions to be disabled if clicking it can't put the task into the queue.

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The dam timer is only NOT visible all the time because there would be too many events at once, and the events panel isn't scrollable yet. Clearly that's not a long term solution, so in future I will make it a scroll panel, and the dam event will be visible from when you first get there to when you cross it.

Headings for the actions make sense, but then you have to decide whether you're grouping by action type or action location. I suppose I could make it a toggle option.

You have access to rover actions while outside the rover so long as the rover is somewhere enclosed. The idea being that you can have the rover airlock open, coming and going as you please. Whereas when your outside, you have to go through the airlock which takes time.

I did used to disable actions when they couldn't be started. Problem with that is it also stops you adding them to the end of your queue, by which point they may have become possible, and that is far more frustrating. I may look at just disabling the start button though, so you at least have some indication.

I’ve played through version 0.1, and I’m back for version 0.2.4!

The addition was really nice! I liked the different branches (lost rover, monolith, Santorini), and the choices to load energy on the rover or on the station, to bring the rover inside the station, the monolith challenge, etc.

Looking forward to the next versions!

Very compelling story! I'm looking forward to seeing where this game goes... I stayed up much too late reaching the current content limit last night. I have a couple of thoughts...

A bug: The monolith mining actions aren't blue. That makes sense the first time, since you're not aware that it doesn't reset, but on subsequent runs all the mining actions should be blue if the first mining action has started. In my playthrough I had an interesting interaction; the fourth mining action killed me, so next time I went back it was blue... But the fifth mining action wasn't.

A consideration: Leaving an action in a partially completed state doesn't make narrative sense for some actions; particularly those that represent movement from one location to another. Leaving the mining wing is a good example of this--I can enter the mining wing, 99% leave the mining wing, do a bit of mining, 99% trigger the exit sequence, and do some more mining. Then when I want to leave I can leave immediately since I can trigger the exit sequence in one tick and leave the mining wing in one tick (my 99% completion persists even though the action disappears).

Another example is that you can drive 99% of the way to the abandoned rover, then drive into Laurion station to scavenge some food (without having to "drive back" to the station), drive back out of the station, and immediately warp to the abandoned rover in a single tick. I see how this is a consequence of how the engine works, but it's a little immersion breaking. Only a little though!

A transient bug: During one of my runs I couldn't leave Talos station in the rover even though the action was available. Clicking the play button with an empty queue did nothing but briefly toggle the paused state. Refreshing the page didn't help; I still couldn't leave the station. I had to loop; on the next run through the leave Talos action worked as expected.

Glad you're enjoying it!

The monolith actions are not blue initially deliberately. The way it currently works, they turn blue once you loop and see that it persists. But it does that for each action, rather than the group of actions, which I admit would make a lot more sense. I'll look into that.

I do agree that the progression of actions doesn't always thematically make sense, but it would also shift the balance of the game a lot if, for example, all actions in an area locked as soon as you started leaving, instead of when you finished. Admittedly, I mostly only made it work that way because that's how it worked in Increlution, but I'm not sure if I want to/should change it at this point. I'll keep a note to consider it moving forwards though.

As for your transient bug being unable to leave, that sounds like an issue someone else had where they had 0 power in the rover, even though they hadn't left yet. I had hoped it was a one-off issue, but clearly it wasn't. I'll take a closer look.

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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

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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!

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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.

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Can't copy exported save

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

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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.

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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.

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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. ^.^

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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. 

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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.

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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

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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?

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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.

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

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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

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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.

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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

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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

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