Okay this right now is a pretty good game/demo the problem I have is that at current once you reach the depths at stage 100+ at least in the html version the Guide pops up every what feels like 20-30 seconds either asking you if you are in possession of prohibited data OR that your days are numbered and it gets old FAST. Especially since it also blocks like the bottom quarter of the screen thus making some blocks SUPER hard to spot, and you cannot see any buff timers you currently have active. This could be remedied if the buff timers showed up overtop of the text box the guide pulls up though.
That shouldn't be happening- sounds like a flag isn't being set correctly so the dialogue keeps triggering. I'll look to get this fixed for the next update
Currently there's no more there, the dialogue should state that a future system is to be added there but it's not implemented. Sorry if I've not made it clear enough!
Sometimes I have 'max' selected for upgrading generators and it either upgrades far less or a little more than it says. It still consumes all the resources.
I also feel the cube size, click radius, and click speed prestige upgrades are pretty pointless, as they only raise the starting level without absorbing the cost - I can attain what these upgrades give me just a few seconds into the run.
For the generators, I believed this issue was fixed in v2.61 however I've since reworked the max-buy calculation to be better. Hopefully in the next update this is no longer an issue if it's still present!
For the upgrades, I've thought that same but haven't decided what I'd like to do (if anything) regarding this. The talents for these is more so meant as a means of not needing to keep upgrading them, seeing as they have a cap. Where as increases to damage and other similar stats you'd want to scale forever.
Click speed is meant to be maxed out relatively early simply because people will just use an auto-clicker so I may as well add it to the game. We don't need to be getting RSI!
Cube size and cursor radius I've been wondering about moving them away from upgrades and being instead tied to something else, maybe only as talents or instead tied to stage level but would require me to re-balance everything. I'd love to know what people think, if that'd be any better or instead keep the current system and just have me adjust costs.
Some incrementals simply have it so the prestige tree upgrade not only upgrades the item but resets the cost as well. So, if you have 5/10 levels on the talent tree, you'd start the run with 5 levels, but the initial cost is the same as if you were on the first level, and continues to scale accordingly.
Just an idea if you haven't considered it yet. There are other valid solutions to this problem, as you mentioned, of course.
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I would appreciate the bit however this looks like you're taking screenshots from pages and running them through gen AI. Please don't do this
Any one else having the issue with Guide not shutting the hell up after unlocking the Relics.
It's a known issue- I'm hopeful the next update will fix this and should be releasing it in the next day or two.
is there a way to increase the resolution? i can't understand what anything is because it's very pixelated on this device.
The web version can sometimes look hard to read, there should be a full-screen button itch overlays on top of the game in the bottom right corner.
If this isn't for the web version, would you be able to share more details such as your display resolution?
Okay this right now is a pretty good game/demo the problem I have is that at current once you reach the depths at stage 100+ at least in the html version the Guide pops up every what feels like 20-30 seconds either asking you if you are in possession of prohibited data OR that your days are numbered and it gets old FAST. Especially since it also blocks like the bottom quarter of the screen thus making some blocks SUPER hard to spot, and you cannot see any buff timers you currently have active. This could be remedied if the buff timers showed up overtop of the text box the guide pulls up though.
That shouldn't be happening- sounds like a flag isn't being set correctly so the dialogue keeps triggering. I'll look to get this fixed for the next update
Is there any more content past rejecting the pact? It said that gave me a boon, but not what it was.
Currently there's no more there, the dialogue should state that a future system is to be added there but it's not implemented. Sorry if I've not made it clear enough!
Sometimes I have 'max' selected for upgrading generators and it either upgrades far less or a little more than it says. It still consumes all the resources.
I also feel the cube size, click radius, and click speed prestige upgrades are pretty pointless, as they only raise the starting level without absorbing the cost - I can attain what these upgrades give me just a few seconds into the run.
For the generators, I believed this issue was fixed in v2.61 however I've since reworked the max-buy calculation to be better. Hopefully in the next update this is no longer an issue if it's still present!
For the upgrades, I've thought that same but haven't decided what I'd like to do (if anything) regarding this. The talents for these is more so meant as a means of not needing to keep upgrading them, seeing as they have a cap. Where as increases to damage and other similar stats you'd want to scale forever.
Click speed is meant to be maxed out relatively early simply because people will just use an auto-clicker so I may as well add it to the game. We don't need to be getting RSI!
Cube size and cursor radius I've been wondering about moving them away from upgrades and being instead tied to something else, maybe only as talents or instead tied to stage level but would require me to re-balance everything. I'd love to know what people think, if that'd be any better or instead keep the current system and just have me adjust costs.
Some incrementals simply have it so the prestige tree upgrade not only upgrades the item but resets the cost as well. So, if you have 5/10 levels on the talent tree, you'd start the run with 5 levels, but the initial cost is the same as if you were on the first level, and continues to scale accordingly.
Just an idea if you haven't considered it yet. There are other valid solutions to this problem, as you mentioned, of course.
I'll probably change it to work like this as it makes more sense!