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This game is wonderful! I have almost nothing bad to say about it other than the early game starting off a bit slowly. that's the case with most incrementals, though, so it's not bad at all! 10/10 game.

(+1)

i love that you put the willhelm scream in here

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Just wanted to say I LOVE what you have so far with this game. I reached the "end" of the demo just now and I have to say it's super addicting. I already have it wishlisted on steam and very much look forward to the release!! I don't usually like these kinda games, but my husband made me try it and I got hooked on the Pixie Cocaine... 

Haha awesome, thank you for the wishlist and the kind words!

The issue with the Gorilla Arm also exists with Gold. Here are quick screenshots taken before and after purchasing the Gorilla Arm and Rhino Leg. Both cost 2,752 Gold. Everyone seems to be talking only about Mithril. I hope this helps in fixing the bug.


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You're right, but are you on the latest patch? Because this should've been fixed.

I’ve confirmed that the issue has been fixed. I guess the update didn’t apply right away because I was playing in the browser. I’m really looking forward to this game’s release on Steam! I hope it’ll be available in Korean by then, but it’s totally fine if that’s not in the plans — I can play it perfectly well in English too. Maybe?

Good to hear! Yes I'm hoping to have as much localization as possible, though there is a lot of text and I'm a solo dev so not every language might be available right away. I was thinking about setting up community translations in the discord so fans can help out. I hear that can be a good approach for small indie games.

Found glitch that stops me from purchasing Gorilla Arms.  I have enough Mithril and Gold, I have Gorilla Arms unlocked and available, but when I click on it nothing happens.  I was able to purchase rhino legs just fine, but not gorilla arms.

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Are you on the latest version I uploaded today? Because today's patch fixed exactly this visual bug, where it shows you need 2 mithril instead of actual 3 (I hope this is the reason and you haven't found another separate bug) :)

I had not!  I had left the game up over night.  Glad you fixed it!

Will there be a way to export your save file?

(+1)

On desktop you can find the save files here: C:\Users\USER\AppData\Local\Mountain_Eaters
On browser you can't really export saves atm.

But if you mean export to carry over to the full game, then sadly no because a lot of new stuff will be added and restructured, which would be difficult to keep properly functioning and not breaking. But I think the joy of these games is to replay them in fresh new light, and there will be a lot of new content to try, so I'd think as a player I'd want a clean new slate anyway.

Wow!! great game! I see you're making tons of improvements. Several times I've seen an upgrade listed but I can't purchase it. Two in particular are gorilla arms and the one for the air defense turrets that allow misses to hit the mountain. Any idea what's wrong? Maybe a bug? Screenshot:

Thank you! And yes it is a known display bug (these upgrades cost 1 more mithril than shown) and it will be fixed in today's patch.

For this run, after 1x prestige, I also received zero souls for some reason?

What do you mean? Zero souls from what? Destroying mountains?

I'm wrong, false alarm, sorry :-)

I love this game so far, it really captures the spirit of what I call the Gnorp-like genre. It's satisfying, it's addicting, and you can physically see your upgrades working, not just as a number going up or down.

I do have some things that I would like to see, some for gameplay reasons, some for just personal satisfaction. For my personal things, I would like to be able to toggle individual buildings on or off. Maybe I want to see the dwarves all throw their picks at the same time, maybe I want my runners to stay away from debris for a moment then all rush out to pick at the ore pile, maybe I want a mountain of lasers or ballista to fire at the same time, it's just something I want to be able to see but not important.

For actual gameplay purposes, though still somewhat personal, I would like to be able to sell buildings and get dwarves back from selling them, with maybe a hit to the gold return. Prestige is a major part and you could tie it behind that, but nothing irritates me more than wanting to say do an all flamer build, but absolutely having to have that one single pickaxe thrower in the mix that got the build going after a super long time of saving dwarves for my build. I like to have unified units using the same tools sometimes, and so being able to redeploy dwarves after scrapping them would be nice, maybe even make it soft reset without a prestige, but just delete all your buildings and return all dwarves, something along those lines.

Also, I have seen people talking about the discovery of upgrades, and solutions to fix it. I would recommend making it so they are still hidden, but don't get hidden again after a prestige. It kind of makes it hard to keep a build idea in your head if you don't remember exactly everything you wanted to buy for it.

The game is good, I'm 100% gonna buy it on steam when it releases and ofcourse you are not obligated to include any of my feedback if it goes against your vision.

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I originally had plans to disable units so you can control calamity and retrieval, but it did present various design and balance issues. But I might add a ritual that puts a unit to sleep/meditate for a bit and after it wakes up it's temporarily empowered, or something like that.

Selling buildings does not offer a lot gameplay wise, but it does introduce some issues I think. Maybe just selling units, but maybe the biggest annoyance here is that you are forced to always have miners in your build. So maybe the solution is that after first prestige you no longer need to build miners to unlock other buildings/units. The reason you're forced to buy so many miners now, is so that new players are led to have good production and do not get noob-trapped into buying too many non-productive buildings early and then end up having bricked or super slow start.

Indeed. I will add the display of upgrade requirements. Probably after you buy them once, they become revealed for following runs.

Thank you for the kind words and feedback!

Very entertaining, I hardly sleep at night because I was very into the game. I have a couple of recommendations for the dev, I haven't read comments so I don't know if what I'll post has already been written. Regarding the improvements in general, I think it would be good to specify what is needed to unlock a new improvement, I spent several hours gathering mithril thinking that it was what I was missing to unlock some improvements, but that was not the case, things like That makes the game slightly heavy to play. Regarding the dynamite launching tower, I see it well to alter the improvement that allows you to launch a large bomb by aiming manually (I don't know the name of the improvement itself) I was trying to hit only one against the mountain but it was not possible for me no matter how much I brought it as close as I could. Greetings.

I'll be adding upgrade requirement display to the upgrade buttons. Maybe yes after you unlocked them once, or with a prestige upgrade, but maybe just as default since so many people prefer it.

The Wind Bomb can be rather weak and can't reach the mountain if you do not upgrade it with the related dynamite upgrades (and also prestige ones). But I do have plans to improve it and also change the cost scaling to be lower and use based and not mountain-level based like now.

Thanks for feedback!

Fun game. Could maybe use a bit more clarity on exactly how to unlock further upgrades (in terms of having x amount of scientists/runesmiths)

Yeah I thought it's nice to have some mystery/discovery, instead of game telling you everything, but since many people requested it, I'll probably add it. Not entirely sure where to nicely display the requirement, but I can probably do it on the button where the cost would be. Doesn't quite work for all the upgrades that require previous upgrades to be unlocked, but maybe I'll display only the unit based requirements like scientists/runesmiths.

You can also do it instead of the scribbled text.
If you want the mystery you could only display it after someone has unlocked it on a previous run

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I’ve unlocked all the prestiges. Because runners yeet, they’re no longer meaningful, and gems must now be carried only through earthquakes. I’ve added it to my wishlist — it’s a great game.

I’ve tried using every unit as my main, but Dynamite was garbage. The reason is that it can’t destroy dens, so can’t get any mithril at all. Dynamite is the only route I haven’t been able to clear. The reason Laser Cannon is good is that it can easily destroy falling rocks. In the late game, the rock rain is too much for turrets to handle.

Gorilla Arms are getting improved in the next patch, so that the YEETED ores no longer collide with the ore pile above them. Except if the pile is really big, which in your case it is, but that is another issue that happens in the late game lvl 50+, where there is too much production and not enough retrieval. I am working to fix that.

Why can't dynamite destroy dens? You mean because it's unpredictable and often misses? One upside at least is that the dynamite explosions hit both the den and the mountain at once, unlike most other weapons. Regardless, like all weapons, I'll have to test dynamite some more, tune it further and add more upgrades/tiers. And yeah, lasers are great and turrets need some buffing in the late game. But I'll also be adding a couple more ways to protect runners and to collect ore, as those are very needed.

Thanks for your feedback!

The reason I said Dynamite isn’t good is that it’s very hard to hit dens, so it ends up destroying the mountain before breaking them. I think the key to getting stronger is to destroy as many dens as possible before the mountain collapses, in order to collect more mithril.

You're right. And the fact it damages both the den and mountain ends up being a downside. I think I'll make their default radius slightly bigger so it's easier to hit dens early. Another idea I have for a future upgrade is that dens killed by explosions cause the loot to fly with greater force, hopefully directly into your stash. We'll see how it ends up in the end.

(+1)

its like the dwarfs destroying wall but better because more upgrades

Had great fun with the demo and completed everything that can reasonably done. I echo the sentiments about Mithril. Perhaps some of the Mithril based artifacts, rather than simply giving you some there and then, can be buffed with multipliers so dens drop more per kill rather than giving you just 1 or 2 there and then. Obviously, the dens health scaling is also problematic, but I suspect you'll figure something out on that for the full release. 

This brings me to one of my big questions for this. I've sunk around 180 hours into the demo on browser (mostly idling while I'm AFK etc.). I have also wishlisted it on Steam and definitely intend to pick this up when it goes live. There is however one thing that slightly puts me off, and that is the prospect of starting from square one. I just downloaded the game as you've said it runs better and late game is laggy and I'm right back at square one. It's painful. Especially having played with all my prestige boosts etc. Any way/plans to implement something that can copy a save over or import a save for a full release?

(+1)

I'm planning to add artifacts, prestige upgrades and even normal upgrades in the Spelunker's Lodge building, that will increase Mithril drop chance. I'm even thinking about adding occasional active "golden cookie" clickable events that can drop mithril.

It's unlikely you'll be able to transfers saves from the demo to the full game, because a lot of new stuff will be added and restructured, which would be difficult to keep properly functioning and not breaking. But I think the joy of these games is anyway to replay them in fresh new light, and there will be bunch of new content to try, so I'd think as a player I'd want a clean new slate anyway.

Thanks a lot for playing, wishlisting and the feedback!

That's very fair feedback. To be honest, by the time the full thing drops on Steam I'll probably have forgotten about how it plays in the demo end game. I also didn't think about the fact that it will be effectively a new game with new stuff. Fantastic work on it. I'm into the idea of clickable events. Adds a little reward for active play. 

I think maybe a clear option would be nice, especially for the low end devices.

I don't understand what you mean. Clear option for what?

Love the game! you might wanna rework the update text tho, in my opinion at least. personally, when i read something has 12 luck and the upgrade says (+24) i assume the next value would be 36, not 24, but that's just me

Thanks! And yeah, the number in the brackets is saying what the next tier number will be, so I suppose I should remove the + sign and then it will make a lot more sense, right?

(+1)

feels like the game could use some kind of aiming system. so attacks can be aimed at a location and have higher odds of hitting near that spot. mostly for dens

(+1)

I think being able to always aim freely kinda defeats the purpose of dens/ballistas, but I'll likely add a ritual to ballistas that makes them target one den, while also giving another effect on top, such as permanently buffing the ballista that destroye the den, or perhaps making the den explode so its loot flies out further.

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Cant seem to find the use of the keys?? so far fun game and looking forward to more updates. Cant wait on new ways to collect. Lots of ways to deal damage but only 1 to collect!!   Gorilla arms and rhino legs need 3 mytheral to buy when it shows only 2.


update; found the use for keys.

Indeed the gorilla arms and rhino legs had bugged cost display and this will be fixed in the next patch. Thanks for feedback!


tldr progression feels really slow. it's frustrating that for most of the game I feel like I'm just trying to catch up with my runners instead of being excited about new upgrades. Runners feel super undertuned.

As a few minor notes, I think it would be nice to be more clear about whats available in the demo and whats not. Buying the cyberdwarves upgrade and seeing buildings lead into the artillery hall is enticing until I spend all those resources only to find out they're not even implemented. Also had a small bug where I couldn't buy the gorilla or rhino upgrades for runners; seems like I have to click in a specific spot in the middle of the row for it to go through even if I have enough mythril and gold, whereas for any other upgrade I can just click anywhere vaguely in the row and it works. Tried clicking on the text itself and on the gold and mythril cost, but for some reason the sweet spot seems to be like an inch to the right of where the text ends.

I think prestige upgrades should make the first few levels a breeze. That's the slowest part of any incremental game and most prestiges let you basically skip it and get to the fun stuff where all the upgrades you can buy are. But here, the prestige upgrades are mostly for mid to late game stuff: making lasers and balistas stronger, unlocking more upgrades that require souls/mythril, and calamity-based triggers. Most of the prestige options available make the fast part of the game faster, but the slowest part of the game stays slow. 

Even with max upgraded runners and max cyberdwarves, I can't come close to picking up everything. I see from other comments you want this to be a balance feature and I agree, but I think it's poorly implemented. For one, there are so many options for upgrading weapons and different types of weapons. It's fun and exciting to see all the ways I can clear stages and dens faster. There's only one option for collecting loot: the runners. I'm spending most of my gameplay worried about how I can get my runners up to speed with my weapons, which I didn't even invest into damage (only reload and gem chance), and feeling like I'm always behind rather than looking forward to better upgrades. I think there's only like one or two prestige upgrades that affect runners in a meaningful way; I was on t3 of prestige upgrades and couldn't wait to prestige again cuz I realized I really wanted to get the 300 ore overflow one, that's how necessary it felt. At this time, I feel punished for investing into weapons and it seems like putting everything into runners is the best strat, which is unfortunate cuz watching dwarves pick up ores is not nearly as exciting as watching my weapons mine them. Even then, having max upgrades on runners doesn't ever get me to a point where I'm collecting more than I mine. It feels bad when I have all artifacts and I'm still softlocked cuz having 25 runners means the next one is almost 200k gold for an increase I don't even know will fix my collection problem considering the jump from 20-25 didn't fix it in the first place. For weapons I can get more scientists to mitigate the cost of upgrades, but there's nothing to lower the cost of dwarves.

It's also frustrating that yeeting the ores collide into each other, meaning they have to be picked up again. With max capacity this can take a long time, making me feel like I'm being punished for upgrading into it when it feels so necessary early game. Longer time means more risk of getting stunned, since weapons can send out boulders even when there's no dens. It would be great if there was like a precision upgrade that stopped weapons from doing this. With max stun resist, it only goes down by 50%, meaning still about 8 seconds of downtime AND still a risk of ores having to be picked up a third or even fourth time. I see you commented that you don't want to turn off ore collision, so maybe have them throw it with a higher base velocity so it usually hits the left side of the screen? 

I would love if runners had higher base speed to begin with. The early game is so slow, and this feels worse when it looks like the game doesn't continue in the background when alt tabbed. Having more prestige upgrades to improve runners speed, capacity, and stun resist would be amazing. 

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Yeah game is about balancing production with retrieval/runners, but atm runners can really start underperforming, especially late game after level 40+ since the game isn't at all "balanced" for endless mode yet. I will be adding new ways to upgrade and protect runners, as well as two new units that collect ore. Should help a lot with keeping up with production.

I believe the issue with rhino/gorilla upgrades wasn't in GUI issue, but a bug I found where the display of cost numbers was wrong. This will be fixed in the next patch so thanks for reporting.

I agree with your points on prestige. I'll be adding and adjusting early prestige upgrades to make the early game faster/better. Runners will also get more prestige upgrades such as starting with more runners and increasing their speed/capacity.

I think I might have a solution for making Gorilla Arms behave better and it will probably be ready in today's patch.

I'll for sure be making runners better early, but I'll also add some prestige upgrades that make ore clicking better. As for the auto-pausing when alt-tabbed, I hate that so much but it seems it cannot be disabled, so I suggest playing on the desktop client.

Thanks a bunch for your feedback!

One major problem with runners late is that the massive amount of treasure getting thrown into the Maw collides with the other treasure in the air there, knocking some of it away from the Maw.  This results in the runners wasting a lot of time re-delivering treasure that missed the Maw the first time.

...ah, I see.  "Gorilla Arms" is the solution to that.

Indeed, but in the future update I'll be adding an upgrade that makes the Maw/stash suck/vacuum nearby ore into its mouth, which should make that a lot better.

Hi there! It's an awesome game all in all, I finished the whole prestige tree so I pretty much finished the game. 

One thing that the others haven't mentioned is that in super late game (for instance I'm at level 68), it's almost impossible to get mithril because the HP of the dens is even higher than the HP of the wall itself. I think this is a game design error because it's almost impossible to destroy the dens from a certain level upwards which in turn makes it very hard to get mithril consistently. 

That being said, I had to resort to focusing all my upgrades on a single type of unit otherwise the spread of mithril makes it unreliable to fully upgrade everything. 

And, like others said, the runners cannot effectively pick the gems even if they're protected: I have 10 lasers that destroy rocks, I have about 10 turrets maxed out, and the runners themselves are maxed out. Even so, the calamities are triggering so fast that there's barely any runner coming back with a full load. 

What happens is that the calamities themselves are pushing the rocks towards the base and with the amount of gems I have lying around, it's enough so I can get money in but the runners don't appear to be useful enough. 

Again, all in all this is a GREAT game and I hope more people get to enjoy it. I'm really looking forward to the final version and I hope you find this feedback useful :) 

All the best! 

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The Gorilla Arms upgrade is definitely the best thing that happened to the runners :D That upgrade works well, generally... 

It doesn't work when you have your runners buried under a field of gems. The Yeet doesn't throw the gems back if there's too many gems on top of it. 

(Also you can see in this screenshot what I was trying to explain in the first comment - there's no way to beat even a single den at this stage...)


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Yup this is a known problem with Gorilla Arms, that they can be a downside if the thrown gems get blocked by others. But I'm not entirely sure how to fix it yet. I keep increasing its throwing velocity, but I don't want to do something like disabling thrown ore collisions. Checking if runner is buried in ore before throwing is also not an easy solution. The best solution is probably to just prevent situations where the entire field is buried in thousands of gems. At that stage even the mountain's ore sucking system can't upkeep with your production. Will have to tweak that further and hopefully as I mentioned in the comment above, all the new units will also help.

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Man that's just funny that den health outscales the mountain at that stage. Exponential scaling is tough. But yeah the demo kinda ends at lvl 50 and there is no actual refined endless mode yet. Things just keep on going and scaling way too much. For the full release I will try to make endless mode actually "balanced", though it's not gonna be easy with the way the game works. It was never meant to be the kind of incremental game where you keep going indefinitely and the numbers become indecipherably big.

Yeah mithril is only obtainable from RNG dens, even though it's a gating resource. I also don't super like how it tends to be better to focus on one unit, but besides in endless mode where you'll reach max upgrades, I'm not exactly sure how to best encourage players to invest into many units at once. It's an interesting design challenge.

Indeed the poor runners get heavily overwhelmed late game. Hopefully increasing upgrade tiers for all the mechanics you mentioned, plus adding two new retrieval units (Bulldozer and Stonecaller), a few retrieval rituals, and another type of protection unit, will be enough to keep things going in the late game and beyond.

Thanks for the kind words and great feedback!

(+1)

Good game, hard to believe it runs on my toaster.

I would suggest a prestige upgrade that let you know each purchase requirements, even after a handful of run, it's unclear what trigger which unlock.

I would also suggest a vacuum upgrade for the maw. At some point the gold input is soft capped by the volume brought by each dwarf and spill right of it.

I've been thinking about this a lot, whether it's more fun/interesting if the player has to figure out the unlock conditions, instead of the game just telling you everything. Both approaches have various pros and cons. Perhaps a prestige upgrade telling you the requirements is a good solution. Would have to rework the GUI though, since atm you can't even hover over the hidden/locked upgrades/buttons.

I kinda like the chaos of many runners depositing ores hehe, but I actually have plans regarding a late game upgrade that makes the maw suck/vacuum in nearby ore. Another option would be to simply make them throw ore further. I'll also be adding a few rituals that collect ore, as well as couple new retrieval units, so that should help a bit too.

Thanks for feedback!

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Is there some hidden upgrade, or the game's pace is really slow? Upgrades' cost skyrocket, but runners' carrying throughput is extremely throttled by falling rocks, and turrets/beard aura is only marginally better than nothing.

It's very important to balance production with retrieval by keeping runners well upgraded and protected. But it's true that depending on the build and in the late game, runners can be overwhelmed by falling rocks. I'll keep testing/tweaking this, however in the full game there will be two new retrieval units; Bulldozers and Stonecallers, which should help a lot too. 

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Turrets are next to useless, IMO turrets' population cost could be removed.

I think the main cause of overwhelming falling rocks is that rocks always do AOE stun and dwarves stack together, esp. when picking up resources.

Can you make it so it doesn't pause when switching tabs or window in the browser?

Sadly not. Game auto-pausing when the tab loses focus is a really annoying "feature" of GameMaker's GX WASM that I cannot disable. Which is a real shame for a game like this. You can try tricking it, or playing on the desktop version where there is no pausing and the performance is also a lot better.

(+1)

Really cool game; I like it a lot! Good work :)
(Bug: The first pickarang upgrade seems to cost 2 mithril instead of the 1 it displays? Or maybe it was displaying I had 1 mithril when I didn't?)

(+1)

It was a display bug and it will be fixed in the next patch. Thank you for reporting and for feedback!

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Straight up peak ngl I can't stop playing it, and I can't wait for more updates. I'm going to buy it when the full version comes out

Thoughts on a "focus fire" ability for ballistas? So you can make them target specific nodes, rather than just the lowest-hp one.

(+1)

Ballistas actually used to have the ability to target dens, but I think they're already very good at destroying all the dens before the mountain falls, so targeting them doesn't change much. But it does take a precious ritual slot in the building GUI, and even if it doesn't and you can just click on dens always, it just feels like it's too good and unnecessary. But I dunno, I'll see, maybe it can become a stronger prestige upgrade ritual that also gives other buffs (like permanent damage to the ballista that killed the den, or a temporary buff to all ballistas, or maybe the den explodes and throws loot further, etc)

so after playing a lot, i can say that runners need to be buffed a LOT to get even half of the ores without spending all your money on them

I'm not sure what exactly do you mean? The point is to balance production with retrieval/runners. If you have too many ores on the screen, then you need to buy more runners and upgrade them further. Or buy other protection such as turrets so they get stunned less often. Though in the very late game, especially after level 40, when you have a massive army of attackers, it is possible they might not be able to handle all the production. However, I am planning to add two additional units responsible for collecting ores; Bulldozers and Stonecallers. Those should help a lot too.

that will probably help, but i seem to be spending like 70% of my money on runners and still not able to collect everything, more units will 100% help tho

I did not get to play the game for more than 5 minutes. I opened it once, had to go halfway through the tutorial and now every time i try to load the game, it gives an error message saying it failed to load action one. I don't know what this means but I'm on Chromebook if this has anything to do with it.

I am also on chromebook atm, works fine for me

just checked again, it works! Might've been a me problem.

I found the bug. It happened only if you reloaded the game at that exact state in the tutorial. It should be fixed now.

it was fun at first. but the insanely slow movement and gathering speed of dwarves just ruined it completely in the long run, coupled with the fact that the faster i generate gold, the faster "calamities" happen which just ammounts to spamming the field with rocks that stunlock my guys so long that half the shit i made despawns. the extra carry capacity when over 300 ore upgrade seems nice, but because of how long they take to gather ore its a fucking nightmare because they just stand there like a jackass for 10-20 seconds while rocks seem to go right for them EVERY GODDAMN TIME.

 

 i feel like a LOT of this could be alleviated by making them take ONE check to gather all the ore they can when they reach one (regardless of how far away the 2nd, 3rd, etc. pieces are) instead of standing there forever doing 10+ individual pickup cooldowns.

also, the hidden upgrades and no information on what unlocks what next is a shit design choice. tell me what i need to unlock the list of gibberished out upgrades. or better yet, just have them unlock ONCE instead of every single reset, so there could be some actual strategy and choice instead of forcing the user to use the same patterns every single game to get the upgrades they want. its unecesarily complicated for no good reason.

I had figured out a strategy that avoids this troubling case where the fun is lost from the game. However why in the world would the game expect you to use 1 specific strategy when it gives no clues or expectations to find it?

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a fun game overall, I think it'd help a lot if the locked upgrades had "acquire x and y" to unlock text, as-is it's hard to tell when I can't unlock something because I don't have enough of a thing, and if so what thing I need to unlock it


also, since some of the artifacts have downsides, it might be good to have an option to turn them off

I've been thinking about that, whether it's more interesting/fun if the player has to figure out which conditions unlock the upgrades, instead of the game just spelling everything out. Both approaches have pros and cons of course.

I loved this game, just one teeny tiny thing, it seems that for some reason game maker doesen't process the text colors some times and it just appears like [c_red] crashout! or [c_orange] disaster.
I loved it anyways tho! Great job :D!

Ah yes this was a bug caused by the latest patch. Just uploaded a hotfix that should've fixed it. Thanks for reporting and the kind words! :)

(+1)

This was so fun and addictive, can't wait for more!

i think i can figure out the dwarf alphabet holdup

(+1)

oooh my fucking god im too broke but i NEED TO BUY THIS GAME TAKE MY MONEY RENT CAN WAIT

Haha, I'm glad to hear it! First I hope to release an improved demo on steam by the end of next week and then we'll see how fast I can implement the rest of the features for the full release.

so on current patch new buildings seem to be glitched and wont unlock

until this gets fixed imma be doing a challenge run

Hey, glitched how? Because latest patch made it so you require to have 7 miners AND 4 runners in order to unlock/see the Forge and Laboratory buildings for purchase. Can you please confirm

it worked when i had 9 miners

Are you certain? Because for me it works when I have 4 runners and 7 miners when I test it here or in IDE. It would have to be a really weird bug. When you happen to prestige next please check if it is how it should be. And thanks for letting me know.

(+1)

it works now for some reason

tbf my pc did die like 7 times due to some downlaoding

(+1)

I love my lasers

(+1)

Reminds me another game where you break walls with dwarves too

Cool but you have to wait a lot for upgrades that just slightlu rise some stats. The building part is also a bit chaotic

I like the concept, dens, runners, the maw, also the humour and it's visually nice :)

(+4)

fun game, but way too slow gold gain

(+2)

Thanks everyone for feedback and I agree that the early game is too slow and I'm working on improving it substantially.

Maybe with ability to drag the ore ourselves it should make it much more enjoyable. It's reaaaalllllly slooooow right now

I just uploaded a new patch that further improves the early game.

Plus what you are suggesting is actually what I'm working on next haha, which is the ability to actively click on unclaimed ore in order to slightly nudge/knock it towards the stash. This should give players something to do early when there is downtime, and also make the early game a bit faster, while not feeling too active/necessary, but also having uses later in the game with allowing you to retrieve buried artifacts sooner.

the new patch is nice, but i think the worth of gold or the cost of upgrades should be upped a little (or down for the upgrades), that is basically my only complaint, very fun game 9/10

This works! But also one more thing I think would help a lot with early game is tier 1 prestige upgrade that gives speed to dwarves. Maybe 10%/20%/30%. As I find low dwarf speed in the beginning being the most annoying part and it actively makes me not want to press the button :(
Prestige upgrade for less break time of dwarves would be cool too.

Alternatively maybe (idk if it exists) late game ability... mby artifact like work or something that lets you suck all the gems from the map each 5-10min or something.
Cool game overall man, I think you have a gem!

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I'll be adding a bunch of runner prestige upgrades, such as making you start with extra runners, increasing their carry capacity, as well as speed increase. However it probably won't be just a flat bonus, but instead something along the lines of: "Runners get +70% speed, reduced by 5% for each runner you have, up to a minimum of 15%.". This way at very start when you only have half a dozen runners, they'll get a big speed boost, but then as you buy more it will slowly decrease to 15%, so that it's actually balanced.

As for reduced break time, I feel like it's already not that long, though some upgrades/artifacts do increase it. I'll add an artifact that also decreases it, but I've been actually thinking of a runner prestige called meditate: "Runners gain the ability to meditate. This increases their resting time by +50%, but gives them a chance to gain a random revelation after each rest, such as increased carry capacity, speed or luck, until they return to the stash." This can be toggled somewhere probably. This sounds like it could be a fun ability. :)

Actually I have plans for a couple of ore collecting rituals that will come with the new buildings in the full game. As a spoiler, one idea is the Shrine having The Great Tilt ritual that tilts the entire ground to the left for a few seconds, which causes all the ores to roll/fall into the stash haha.

Btw in case you haven't noticed since tutorial doesn't popup again after prestiging, though I think you have, but I've added the ability to click ore, which I think is a nice addition that feels good :)

Thank you for your feedback and encouraging words!

Awesome game

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really good but veeery slow gold gain... speeding it up a tinge would help the feel of the progression

(+3)

nice but waaay too slow for me

My runners got stuck and are just vibrating at The Maw

That's a very weird bug I haven't encountered before. What happens if you refresh the page/game?
And otherwise is there ore available to be collected? Also did you maybe change tabs which paused the game that maybe caused this issue (since I just recently uploaded a hotfix for runners behaving weirdly after pause).

Yea i minimized the window and when i clicked back they were stuck in place, nothing else was effected. Refreshing does not solve it, did a prestige reset and it was fixed

Ah I see. I believe this issue is now fixed, so hopefully it doesn't happen again.

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