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(1 edit) (+1)

so happy for the new update, though I am sad that there is no difficulty setting still but oh well, you did say it would take a long time afterall.

(+2)

Since I hadn't played since v0.7.2 I decided to go through the redone tutorial to see the potential new dialog... I dunno if its dialog that was recently added with v0.9, but the very moment I hit 200 energy so that I can build the Mk1 Auto-Miner, a chat starts up involving the Captain that i havn't actually met yet. Captain's first line even shows up in Tauma's orange color instead of green.

(+4)(-1)

I can see that this game definitely has a lot of potential, but my god, the combat is just dogshit...

(1 edit) (+3)

Very great game, played through it once or twice on V0.8.0 and gave it a try with the latest release V 0.9.0

I've found the changes to slimes make them significantly more difficult, annoyingly so. Even knowing about them ahead of time and setting up defenses wasn't enough, and it quickly reached a point where the hot air balloon looking ones would spawn baby slimes quicker than could be killed.

Not sure if it was the case in previous versions, but the sound effects for both the elevator moving and slimes dealing damage to structures are LOUD. I haven't changed the sound settings, and they're easily double or triple the loudness of other sound effects.

The increased energy transfer rate is quite noticeable and very welcome, as previously I'd need to spend quite awhile simply holding W to build things, which gets boring very quickly.

I'll have to give it another try later, as I only progressed right up before building the radio tower and didn't see what it does, but I'm looking forward to seeing the game move forward to completion!

(+1)(-1)

Great game, but there are a few annoyances.

1. The game isn't very clear on how you need to progress. The only hint they give is if you bring a full-weight character to the cave, and that's something you have no reason to do and which takes a long, long time.

2. there doesn't seem to be a way to place multiple towers without bringing up the menu. This could be fixed by bringing back the system from the first game where you shift-click.

3. It's annoying that machines will still hog half of a generator's energy even if they only need like 10 energy. It would be nice if power consumption maxed out at the optimal level and anything after that went to the other machine connected to the generator. This could even be implemented as a suit upgrade, where it gives you the ability to micromanage where the power from a generator goes.

Oh, and the research station should draw 15 power even if a player is next to the generator. It's annoying not being able to research bc your fat ass is blocking the solar panel.

(-1)

The end of the game hasn't been implemented yet, the whole sequence with the cave collapse is going to be completely optional for those who want to go the extra mile with the weights (which you can also achieve by having multiple characters get fat as well, the combined weight is taken into account). It's going to remain optional for beating the game moving forward as well, but that's a subject for when I actually put out the next version with an actual end of the game implemented. As for the shift clicking, that is in the game, I'll have to double check the tutorial and make sure that I put it in there/made it clear that's an option. The power distribution thing is something I'd have to think about longer for what the best way to implement added complexity if that's something I even want for this game. After all, both building are "the other one" depending on which one you look at first. Food for thought though!

oh, I'm on laptop. Maybe the trackpad disables shift. Oops!

How I thought of it was: If the left one is fully powered, the right one gets the excess. If the right one is fully powered, the left one gets the excess. if both are fully powered, it doesn't really matter where the excess goes

It's just an idea I had. I wouldn't be angry if you didn't take the suggestion of some random stranger. 

Oh, not to be the kid who says "what about the homework," but the descriptions of the defensive structures don't have the correct values for the energy requirements.  I sincerely hope that the descriptions are flawed rather than the implementation, because I don't know if I could get through the cave when the minimum power for a defensive structure is 20/s

I'll be looking over the values for the energy description requirements, there's a lot of stuff I'm re-tuning with the combat.

The problem I ran into with implementing power in the way you described was that if you have alternating chains of generators and consumers the amounts each individual generator (and thus what they had left over for the next building) to fully power buildings would be variable, and would change based on stuff happening down the chain. Throw in the need for the player to absorb energy and it was quickly becoming more and more difficult to tell what was affecting each building's power at a glance, and was starting to need additional menus to either see what was happening or introduce manual fine tuning of power allocation. Stuff like moving a generator on the right of your base depowering the stuff on the left while leaving the middle alone so you don't see until you walk over there.

Possible to implement? Definitely, but it was starting to get more complicated to manage than what I wanted for this game's experience. But the suggestions are welcome! Even if they're something I've already tried out it gives me an excuse to ramble about game design.

(+1)

hmm, maybe instead the player could control how much power goes to the left and how much power goes to the right. This would eliminate tha problem of important things happening offscreen with no indication, since a failure in power on one side of a grid wouldn't cause a outage on the opposite side of the grid. I just dislike dealing with the fact that building structures next to a generator will take away power from whatever's on the other side, even if the structure you built already gets power from somewhere else. 

(+1)

Welp, I've learned that you shouldn't build elevators up too high, or else they'd bug out like crazy. Also, is there an ending to the game? I've researched and upgraded everything and completed the cave section(Fun 2-hour adventure of me going, "Why doesn't that work?!" and "What the hell is going on with the elevators?!"), But all in all, I'm still having a lot of fun with the game.

(+4)

Yeah elevators have been a thorn in my side in terms of buggies for a while. I have an idea of what might be happening if it's only when they're up high, but can you give some specifics of what's happening? Also the game does not have an ending yet, but an ending is coming! Just gotta stop getting sidetracked.

(+2)

Well, I was building a multi-level base, and then I had a question, "How tall can I make my base?" So, I began to build hub walls up; it wasn't until I was about halfway up to the sky box that the elevator started disappearing and reappearing rapidly. I found a way to cheese it by standing on what I've already built and making a new floor above me. I did manage to make it to the world's height by doing this. Admittedly, I have no reason to build up that high, but I thought having a Let's Game it Out moment would be fun.

(+3)

Yup, that's definitely the code I put in to enforce a vertical build limit acting weird. Another bug to squash!

(+3)

Absolutely amazing! The sounds are so perfect and the character design is adorable. So far I haven't run into anything problematic, but I do truly hope more gets added, or more detailed stuff. No matter what though, phenomenal game and a wonderful story! :)

(+2)

I really love the characters in this game and wouldn't mind seeing them make a return in a different game in the same universe.  

(+3)

A little guide I made of the cave part.

https://drive.google.com/drive/folders/17C_UM-Z_MLudaqsqeIFD8g7xtPuXtQNy?usp=dri...

Great game so far!

I do have a question for either the dev, or anyone who has found a good strategy:
Has anyone found a way to optimally defend against the slimes in the second area? They spawn WAY too aggressively to easily deal with, and even spamming a load of defensive buildings only barely takes care of them.


Also, what are you actually supposed to do in the second area? I know it says you need to build a teleporter hub, but when I built one and tried to use it, it said I needed to get the others down. How do you do that?

(+1)

Ideally you want to build upwards as quick as you can and cut off the slimes where they spawn, barring that you can try and build up some resources under an overhang where nothing but slime balloons can reach.

As for how to escape, exploration is the key. You need to find and talk to both of your crew mates, who are located in opposite corners of the cave.

(+3)

I get that, and have already set up a decent energy supply. But even with maxed out buildings and EVERYTHING put into defenses they still decimate it.

And with escape, I have already spoken to both of them, but it says "I can't leave them behind" or something, even when I power the teleporter on.


Thanks for replying by the way!

(+3)

I'd have to see your setup to give any more defense tips. As for getting out of the cave, looks like you've found a bug! I'll have to look into what could be happening there. Probably an event triggering out of order or not triggering at all for some reason.

That's fair.

Oh, I also found another issue while playing through the second area too.
I figured out a "workaround" of sorts to get resources without being bothered by the slimes, by only building in the higher sections so the slimes couldn't reach me.
As a result however, they just piled up on the ground floor beneath my buildings, and it rapidly caused my game to lag really heavily.

(1 edit)

After getting to the cave, I can't find the second character. I searched all around the cave walls but have only found the one the right side of the map

(+1)

There is also one on the left side near the bottom.

Deleted 170 days ago

Nevermind, I'm just dumb. I found the last character

(+1)

Loving the game so far, but I’m stuck in the second area and am not sure where to find the second lost character. I found the first one in the top left but have no idea where the second one is

(+1)

far right, if you see a giant crystal she's near i think, just go right

(+1)(-1)

I'm curious what mechanic changes will happen in the future. Like for example, a character getting too fat and getting stuck in a hole and having the other characters get them out. 

I'm hoping this game has a bright future. As well as having more entries in the series. It's one of my favorite games after all.

(+1)

Is there anything to do after the cave part? I'm assuming you're working on it but I thought I'd ask lol. Thanks!

(+1)

Not at the moment! In the full game that part will be optional, but I do have plans for bonus stuff getting unlocked from completing it.

(+1)

anyway of getting rid of the slime nests? there so annoying!

(+1)(-1)

Nope! You just have to deal with the slimes. Though you can set up turrets right next to them to fry them as they spawn.

(+1)

Love the game so far!
Just the slimes in the caverns were a little annoying, i found the first spawned but i had more that spawned near the center column and i don't know where they came from.

(+3)

can't wait for sprite making stuffs! Gotta make 3D models and convert them to sprite sheets so that I can basically play these characters with them being 3D in a 2D world (well, the illusion of it, but still! gotta hone my anthro modeling skills first X///X)

(+3)

or... I could just lazily make the models for the characters after their 2D sprites, and then have models that look good for their intended purpose then when you rotate the camera in blender/exit the single-axis view it looks bad. Decisions, desicions! :D

(+1)

love this game, is there a way to transfer saves across versions or do you need to start fresh? I honestly don't mind starting fresh because I enjoy playing it :>

(+1)

I've been working on making things future-proof in terms of saves, anything after version 0.7.0 should work moving forward. Any saves from versions older than that will be buggy/broken.

(-1)

the game is great, but when you reach the second area it gets a bit difficult to maneuver because of high places and the shit tons of slime so i think adding bridges, platforms that don't require support underneath would be best or make it so that slimes can't break them OR make it so that either there are less slimes or they do less damage.
That's how i see thing, up to you to ignore or listen to this, and i hope i don't sound negative because not in any way am i trying to sound like i'm whining, i'm just sharing some ideas, or maybe you were already planning on them or people keep asking about them (i didn't read the other comments)

have a good day/night and your work is fantastic

(+1)(-1)

okay in next month

(+1)(-1)

Will there be an update this month?

Deleted post
(+1)

Elevators.

Deleted post

Platforms.

Deleted post
(+2)

hmmm from what ending continue this part (1  or 2 or 3 and if its 1 or 2 what weight stage)

There is no ending to the game so far, it's still in progress.

(+1)

I mean from what ending Continues game from first part

(+1)

Any of the weights after increasing height the first time.

(2 edits)

wait why i cant return to first location and where my freind :(

+ i found bug while you build elevator on max height (on 2 level) 

you can stuck in textures  + while near elevator standing hub wall its going stuck idk why

(1 edit)

If you're in the caverns you'll have to find your crewmates before you leave, you don't want to abandon them there! If you're having trouble finding them one is on the left, and the other is as far away from the first as you can get.

thanks

"Find your Cremated"

sorry, but that is just funny X)

Woops, auto-correct made that sound a lot more ominous.

don't worry, I love how funny it sounds though!

I have question will you add multiplayer and will you add new fat levels or idk how names it  

(+1)

Multiplayer definitely not since I'd have to redo too many systems and also learn how to actually make a multiplayer game first. Fat levels are a possibility but not my main focus right now.

(+1)

The game is great, the sound effects, the pixel art, everything, but can a customizable character option be added in this game or the next game? If not then it was worth the try.

(+3)

Sprite customization is planned, I was hoping for a way to make the replacement process more streamlined before I implemented it, but it's looking like I'll have to use the same method as before.

(+1)

Good to hear and Good luck with that

(+2)

That's such a GREAT game! So much effort put into animations, neat mechanics and pretty much everything else is spot on! 

Really hoping for new updates, or have a number 3 appear

(+1)

and also cool game 10/10

HOW DO I GET METAL?!?!?

Building and powering miners is the best way to get metal, but you can always shoot your drones laser at a metal node to get a smaller amount.

(+2)

Definitely one of the best games I played.
Interesting theme of being stuck on a planet. 
Great music choice, really fits the game.
Overall, amazing game. Really looking forward to seeing more updates!  

(1 edit) (+1)

uhh, how do i get out of the underground cave?

sen told me that i'd need a teleporter to get out, but i have one now, and it just says "no hub detected". how am i supposed to get out of the underground cave area?

i'm just stuck down here now...


edit: figured it out - i needed the teleporter **hub**, not the teleporter itself

(1 edit) (+2)(-4)

Android pls?

(+6)(-2)

No.

kk js so you know I never see android types of games anymore

(+2)

Well most games built for a desktop don't really translate well into mobile, there's a lot of stuff that requires a bigger screen to either convey information or have enough accuracy to input. Plus making a mobile version requires completely re-doing all of the controls and usually moving around the game elements to work with touch inputs. I personally also would have to pay additional fees to develop for mobile. It's a lot of effort just to appease people who just go around to random games and say "android pls".

(+2)(-1)

fair point I will leave you be, not ask for android and I'll just do something else

(+1)

If you want, can you tell me in what program you made your games

(+1)

Sure, it's gamemaker 2. Neat little program but I can't really recommend it now since they switched to subscription only.

I think they changed that a while ago and went back to the single payment

(+1)

Love the game and I wanna ask:

1.are you gonna add new power generators?

2.when you will update the game, do I have to play the entire game again or can I to move the data file and play as normal?

(+1)

I have a few more buildings I'd like to put in, but none are generators. I'm planning on save files working from older versions moving forward, but there is always a chance something will break.

ok so i love this game so much that i want to play the first one too, but it doesnt have a .exc or .app file to run so im lost on how i get the game to run pls help

(+1)

There is a .exe in the zip file, if you can play this one you should be able to play the first one.

I love the cast of characters, their personalities, and how they interact with each other. 

I feel like that makes it stand out from other similar games.

100% My favorite weight-gain game.

(+1)

is normal if I go in  to the cave and it start to shake than the floor break and fall?

(+1)

Yes.

(+1)

Ok, thank

(+1)

Very nice game, I enjoy playing both SPACE thumber 1 and 2. For space thumber 2, does an ending exist or no and for what is the teleporter used for? Keep up the good work!

(+1)

No ending yet, the teleporter can be used as a way to quickly travel back to a teleporter hub.

(1 edit) (+1)

Interesting, thanks

(+1)(-1)

I feel like the slimes in the west need to be removed or at least spawned way less often. They always gather in hordes and completely destroy whatever you make here.

Will difficulty ever be added like the last game? :crying:

(+3)

Eventually yes, I want to get the enemy balance nailed down before giving people the option to just turn them off.

(+1)

ok thx for replying!

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