0.3.8


0.3.8 change log: after this update im probably going to take a break until Monday. I have some bigger plans for next week.... Ill do some play testing my self and try and work on the iron bottle neck and some other suggestions people asked about! let me know if you have other ideas!

- demo message sped up

- shock button disabled during shock animation bug fix

- ash nav button now notifies when ash can be compressed

- ash can now be automated

-lightning only requires 3 levels of charge to shock

Files

0.3.8.zip 17 MB
1 day ago

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Comments

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(+1)

Just to add on when you dive into it all, fullscreen doesn't play nice with the menu buttons (three in the bottom right)
And animations (namely ash) still last longer than their stated time

Good luck with your work

Thank you. What happens for you in fullscreen. What happens to those buttons? The animation parts that last too long are when the buttons disappear, right? Or for the mine when the rock re forms?

Thanks again. You have been a big help!

(+1)

It was more visible before saves when I left fullscreen to go to another tab and it seemed to get more and more broken each time
Pre-saves I couldn't click out of the window (popup) when toggling to fullscreen, could only get out of it by pressing esc which.. also takes it out of fullscreen. Over the course of all this the buttons seemed to become misaligned or shrunk or, not entirely sure but they didn't work right. - Applied to all buttons in the game, shock, ash and settings were the easiest to see, being the only ones I'd press at that point.

I didn't poke it so hard post saves because I didn't want to deal with it, but buttons clearly still didn't play nice- mousing over didn't actually give the option to click, they highlighted for like one frame after a delay if the mouse started from the corner (if the mouse stopped on this one frame it stayed clickable- if the mouse moved off then went back it couldn't be clicked again), basically non functional, something to do with scaling is my only guess.
For other buttons, the right half or left quarter didn't seem to be clickable all the time

For Iron, yes at least when the rock reforms. For ash which I obviously watched more - it feels there is a little delay before, when filling with ash/heating, maybe 3/5 or 3/4 of the delay, but also a little delay afterward when opening up again - every part of it needs to be worked into the base time, you really don't feel it until you get far and not so simple things ('the respawn time of a rock') start popping up as hinderances - try doing ash the 11 (?) times you need for a dark glass increment and record how long it takes even with a fast speed- it's easier to see with larger tests like that

As a small addition- heat seems to drain very fast in the update I played? Not sure if it's counting multiple times or taking an extra when it shouldn't- capacity was lower and harsher than the point you'd want, which I know was changed and I'm fine with, but I think it went a little too far. Perhaps wouldn't be such a grievance if the rate of heat consumption behaved itself

Hope it helps

Super helpful... sketched out some big updates this morning that should be out later in the week. did a big balancing playthrough and have tweaked some values. lightning room mini game will be removed in favor of a new mechanic, and a sub grease room will be added to extract iron from blood to generate some extra iron to help ease the bottleneck. Thank you for you detailed feedback as always!. I'll look into the UI scaling issues as well.

As long as blood capacity can keep up with both (and hopefully automated) then sounds good

Would be interested if things scaled kindly enough to finish the game in it's current state but doesn't sound like it'll push it anywhere near that far (prestige especially feels it does little vs death milestone goals, just more copies of the same kill rate pit)

Still, sounds a good update and good work so far