There is no max, but the costs grow exponentially. Atm you're not even limited by the sky and the dwarves can stack over the top of the screen, which will eventually have to be fixed. It will be technically and design-wise difficult task.
great game :D am currently on mountain lvl 120 on my first ever run and now with everything reasonably maxed out^^ dmg seems to vary widely and seems to cap at around 2Mil/min but the game goes completely to bullettime after a few minutes and way to much gold gets sucked away :D might try the pp run after some more content updates, keep up the good work
are mountains supposed to stop giving souls after 50? i wanted to see how much damage i could do but souls are very much a bottleneck. after some observing i'm feel like i'm not getting any from mountains, probably just calamities or another source i'm forgetting about... not sure because the calamity bar isn't really usable anymore
though i guess maybe i just get the souls some time after the mountains are destroyed? i forgot if souls are also a kind of ore. seems like soul drops might actually very vaguely coincide with every-fourth-mountain, appearing a while after it gets destroyed... idk it's very unclear
This is because currently Swap Buildings and Wind Bomb scale with mountain level, which eventually makes them scale so high the numbers becomes too large to display lol. This will soon be fixed, by making them scale with uses like the other rituals.
Prestige upgrades for ore clicking are planned. Same for text outline, I must still add it to bunch of txt elements, and also rework the way it works so it's more optimized and looks better as currently it doesn't look very good.
Yeah, those were my main gripes i pr much just be breaking my fingers trying to click some mythril and artifacts cause even with the wind bomb sometimes they still get buried esp with no mult types of collectors 😭
Edit: just now skimmed some of the new updates, hell yeah these are sounding great
Hmm strange, it seems this weird audio group loading issue still persists on browsers. At least reloading seems to fix it. Will have to take a deeper look. Thanks for reporting.
an upgrade for the scientists that could let you speed the game up would be cool, maybe it starts at 1.1x game speed and maxes out at 1.5x games speed so its not to broken and isn't readily available
for those who dont know, to unlock the Forge and Laboratory you have to have 7 Miners and 4 Runners. this irritated me for way too long, but either way THIS IS FUNNNNN
Hja, I will eventually be changing this, so you won't be forced into it, especially after prestige. But in general the whole early building progression will be improved. Thanks for feedback!
hell yeah! one of the main things Ive wanted to do is not have to start with miners, maybe flamers or something else, I enjoy chaotic builds, but salvos of 60 pickaxes are still fun!
small side note I shouldve mentioned, but at least for now the turrets seem to outdo the units a lot, two ballistas, maybe three was one of my best defenses in a while, same with double laser cannons (but they are laser cannons so it makes sense lol), and usually outperform a LOT. maybe it was just the ballistas targeting dens, making more riches being why it was so much better?
I don't quite understand, you mean anti-air Turrets outdo units in damage, with the upgrade that makes them hit the mountain, or they outdo them as a way of defense against rocks? But yeah ballistas are really good because they kill dens before the mountain crumbles and wastes them, so you get more loot/artifacts.
I think want to give you a kiss! I am on a 10 year old Chromebook and playing on browser. these last couple updates have made the game run even better!! it ran so smoothly before but now it feels like I'm on a bullet train! (its still probably really slow but I'm used to like 20 frames per second being like god tier) I am LOVING this game
love the update, i see i came back at the right time!
is it intentional that the first miners' guild upgrades don't appear until you buy a runner manually, even if you already have some from the prestige updrade?
They don't appear because the upgrade looks at runners bought but prestige runners don't count towards that (you can also see they aren't show in the parenthesis next to Runner (X), which is kinda slightly annoying but not the easiest fix). I'll make it so miner's guild counts all runners directly, for purposes of upgrades, even though why wouldn't you buy that one free runner anyway
Great game. Let me give you money on steam! A few suggestions:
I think you should start with less dwarves, getting almost 10 immediately isn't satisfying (maybe move some to a tier 1 prestige upgrade).
The first few prestige upgrades give you a ton of free dwarves that you can't spend for a while because of the expensive gold costs. Golden Inheritance could give a flat +500 gold or something on top of scaling per PP so it isn't useless earlygame, and/or reduce the earlygame prices for hiring dwarves.
The text black outline option doesn't appear on a lot of text.
Can you change runners to go back to the maw as soon as they get a artifact? Something that happens surprisingly often is you have a runner get right beside the maw hit by a rock and instead of picking up all they had it gets spread out between a few runners. Instead of bringing it like 3 steps to the maw they bring the artifact all the way back to the gold pile and have a chance of having the process repeat itself.
Actually a even better change might be to have runners that get hit by something remember what they were carry it and claim it ( or the nearest unstuned runner) so other runners ignore it avoiding the situation of bringing gold back the the gold pile ( except in the case of the maw getting clogged but you said you are fixing that anyway with a vacuum upgrade or something, also a exception of if they get full of ore before they reach all of what they were carrying)
Another way to do it is if a runner has 1/2 carrying capacity and are closer to the maw then the next ore then go back to the maw early
Yeah I've been thinking about that, either make it so you can click runners to issue a return command, which is kinda cool but maybe too active for the game. Or something like you said, where if they already have a decent haul (mainly aritfacts or mithril) and are close to the stash, they return. But at the same time it's kinda funny/chaotic and part of the game to watch the silly dwarves do these silly maneuvers lol. We'll see.
Maybe for your artifacts that you have collected in previous prestieges it could still show what it looks like and its effects? idk how hard that would be to do so its not a big deal, really fun game though, I'll definitely get the full release :3
To be honest i dont actually think that its that powerful because in the late game between the turrets, dodgechance with luck and laser defense its rare for runners to be hit anyways. And in the early and midgame it would be the good kind of active, entirely optional and would probably only speed up the game by like 5% at most overall, while rewarding players who are there anyways also it feels a bit unintuitive to see a disaster about to happen and not being able nudge it while you can nudge similarly sized ore
Early in the game there are so few rocks and they fall so slowly that it will completely defeat their purpose (and the purpose of all early defense), as the player would be able to click all of them with ease
I have just uploaded a new hotfix that should have hopefully fixed the stuck runners issue for good. For real this time. Surely. What a annoying bug this was that took way too much time.
i think it helped! i've now been playing for about 10 minutes on the latest version with almost everything runner-related maxed out and they still haven't gotten stuck
Can you change it so you can swap positions with phantom buildings I can see some players building in a way that makes it hard to swap the laser position to where everything will shoot through it
Are you on an older patch? Because yesterday's patch fixed an issue where if artifacts were yeeted over the left side of the screen they would vanish without being collected. Which I hope is the issue and not something else
There is one thing I wish there was. An ore counter, or maybe i didn't find it. But knowing how much ore is on the ground would be useful. Maybe in the stats tab?
ore count per min (and on the ground) and ore collected per min not the value of the ore although that is also a good stat but the number of ore collected would be good to know if your runners will eventually catch up if you go afk would be nice
That's weird. Did you perhaps accidentally disable Save On Quit or Autosave in the options? But you do say you saved manually. The game should load automatically and I'm not sure what could've caused your issue hmm
no worries, yeah I had the auto save feature on and the save on exit. All good though. I really enjoy the concept of the game and I actually do enjoy the pace of it. Having a slow start really means you need to prestige at the right moments and not just spam prestige every 5 points sort of thing haha.
I’ll definitely download this when its full version is released on steam. Also it’s great to see a developer so engaged with his community. I’ll keep an eye out on thinks you work on in the future for sure! Ps idle cub bought me here!
something went wrong and the runners got stuck running into the mountain for a while... i took the screenshot after some finally departed but some of them are still stuck. i don't think it could be a coincidence because i have literally 20 runners, kinda unlikely they would all be in that corner
also i feel like it's impossible to upgrade runners enough to make them keep up with the pile right now...
Seems like the latest patch trying to fix this issue didn't quite succeed and might've made it worse in some situations lol. Will fix it today. Thanks for reporting.
And yeah, runners are the biggest bottleneck late game and soon I will be adding another collector unit (and more in the full game, including rituals).
In a completely separate thing, I would suggest an Import/Export Save button so we can move from the browser to the desktop version without losing progress (The deleted post was something I thought was a bug but I just needed to buy 1 (one) more miner
You'd like to disable fire particles and flying stone dust? People have been requesting way to disable all particles, but I have tested it and it barely gives any fps, but it does make the game look weird and lifeless. I guess adding ability to toggle specific particles would be better. But I'll definitely be adding particle culling which reduces amount spawned when there is a lot going on.
- combo damage indicator on the health bar is useless late game because you never stop dealing damage
- you need more ways to collect stuff, right now runners are as important as all damage dealers combined. Maybe cursor upgrades, or a tractor beam/grappling hook building
- collision of already 'collected' items is annoying - if a dwarf reaches all the way to the left and throws items directly into the maw, you need to disable collision or else they will bump into each other and fall back out
- start prestige with tutorial complete and mandatory free buildings placed, it's annoying to repeat
- no indication of when the next building unlocks
- artifacts for things you haven't unlocked are confusing, e.g. star that boosts turrets shouldn't drop before discovering turrets
- if you get free dwarves from a perk, they don't increase the price of housing, if you get free scientists, they increase the cost of hiring future scientists. this FEELS inconsistent, even if you can probably explain it
- some artifacts have downsides, but if they randomly drop there's no way to refuse
- readability issues when multiple windows pop up at once
also, the font on this itch page is REALLY unpleasant to read, the different sizes and bold text that don't align to the same pixel grid look 'wrong'
- Artifacts being lost when yeeted bug was fixed in yesterday's patch. If you're on desktop please update often as I release patches daily. - I will soon be adding a new collector unit, and at least one more is planned after that, plus a few collection rituals. _ I kinda like the funny chaos of dwarfs deposited but yeah I agree, I will soon be adding a Maw upgrade that vacuums in nearby ore. - Prestige does start with tutorial complete, but true I'll make buildings also start placed. - Buildings do actually tell you which buildings they unlock next, but for the upgrades I'll be adding unlock requirements to the buttons. - I considered making artifacts togglable but generally the downsides are small enough that it's just part of the adaption game. _ Yup there is still work to do regarding readability. _ Yeah I also find the font to be kinda shitty based on how much you zoom in. But sadly it's the only pixel font itch.io offers and I simply must use it to fit the aesthetic lol.
Part of the issue with collision is that the Dwarves throw things so high into the air, if other Dwarves are too close behind the full stacks collide when the previous stack is rising/falling. That could be fixed with timing, maybe an isolated throw has barely any height with throw height being progressively higher down the line to avoid colliding with previous stack.
It would also help if collection was faster when capacity is barely filled (and by size/weight), or similarly throwing from further away (and adding overshoot as that collects anyway) rather than taking it to the right, inventory combining/swapping etc. EDIT: I do see that gorilla arms sort of do this, but they also sort of make the problem worse (until it happens again further away from the mountain).
I could see not having them bunch up being part of their behavior as well so 4 don’t get knocked out by 1 rock (also collecting from the middle of a pile, not just the edge), using speed boosts (or slow downs) for this and attempting to avoid projectiles. Gem rush seems like it’s wasted when they’re still collecting stuff out of a large pile (late-game carry capacity at least). EDIT: Even if it’s just the short duration, in the late game I do see speed lines on when they’re not moving (in the right corner, I suppose it could increase loading speed but it really doesn’t seem like it).
Also, have prestiged multiple times and that still feels painfully slow. Partially because cost scaling and small upgrades, but base speed likely should be higher (so runner speed upgrade is more impactful).
It might be funny if it happened every once in a while, but once you have enough carry capacity it happens every single time.
More notes:
- some popups don't respect text outline setting (e.g. tooltips for the top bar) - some text has dark on dark outline which defeats the point (e.g. building names in the tooltips) - text outline setting is not saved between sessions - no way to view and compare individual dwarf/building damage values, speed, etc
- Yup I have it on my TODO list to make outline look less terrible and also finish adding it to every txt element. - True, saving will be fixed next patch. - Display for unit stats is also planned.
- if you leave the game idling for a while, popups will stack on top of each other. When I came back, I had the "select artifact" popup layered over top of the "end of demo" popup and neither was readable
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lovly game, i love it, andi have one question. Is there a max how many dwarfs you can have from every sort?
There is no max, but the costs grow exponentially. Atm you're not even limited by the sky and the dwarves can stack over the top of the screen, which will eventually have to be fixed. It will be technically and design-wise difficult task.
wich upgrades dont have an max? (i have the feeling that carying capacity dont have one) but are there any others?
No, all upgrades have a max. It's the dwarf units that don't.
thanks :) and this is a great game, i love that it gets updated so frequently
great game :D am currently on mountain lvl 120 on my first ever run and now with everything reasonably maxed out^^ dmg seems to vary widely and seems to cap at around 2Mil/min but the game goes completely to bullettime after a few minutes and way to much gold gets sucked away :D might try the pp run after some more content updates, keep up the good work
what are the three magic keys used for i got them all and there's nothing to do with them
It appears to be a slay the spire reference that isn't fully implemented
At mountain lvl 50 or so there was an event to open with the keys where i got 1 relic *badum-tss*
There is later into the demo
Get to stage 49
I thought the keys were used to get past level 50? Or were those not keys?
are mountains supposed to stop giving souls after 50? i wanted to see how much damage i could do but souls are very much a bottleneck. after some observing i'm feel like i'm not getting any from mountains, probably just calamities or another source i'm forgetting about... not sure because the calamity bar isn't really usable anymore
though i guess maybe i just get the souls some time after the mountains are destroyed? i forgot if souls are also a kind of ore. seems like soul drops might actually very vaguely coincide with every-fourth-mountain, appearing a while after it gets destroyed... idk it's very unclear
They shouldn't stop. If you hover over mountain health, the tooltip explains you get a soul every 4th mountain.
just discovered a new source of income! :D (the swap ritual costing negative money)
aw, i got it to be negative enough to make a difference and i think it doesn't actually give me money, sad
This is because currently Swap Buildings and Wind Bomb scale with mountain level, which eventually makes them scale so high the numbers becomes too large to display lol. This will soon be fixed, by making them scale with uses like the other rituals.
Unless i havent found an upgrade for it yet, i think the player mouse needs an upgrade.
And some of the menus arent affected by the Black Text Outline option which makes things hard to read at times.
Prestige upgrades for ore clicking are planned.
Same for text outline, I must still add it to bunch of txt elements, and also rework the way it works so it's more optimized and looks better as currently it doesn't look very good.
Yeah, those were my main gripes
i pr much just be breaking my fingers trying to click some mythril and artifacts cause even with the wind bomb sometimes they still get buried esp with no mult types of collectors 😭
Edit: just now skimmed some of the new updates, hell yeah these are sounding great
just prestiged to try out the update, bought a miner and got this error:
___________________________________________
############################################################################################
ERROR in action number 1
of Create Event for object oKhazadGreathold:
Failed to load audio group
############################################################################################
i'm on firefox on linux
reloaded the page and it didn't happen again so idk what exactly caused it
Hmm strange, it seems this weird audio group loading issue still persists on browsers. At least reloading seems to fix it. Will have to take a deeper look. Thanks for reporting.
an upgrade for the scientists that could let you speed the game up would be cool, maybe it starts at 1.1x game speed and maxes out at 1.5x games speed so its not to broken and isn't readily available
really really fun game.
for those who dont know, to unlock the Forge and Laboratory you have to have 7 Miners and 4 Runners. this irritated me for way too long, but either way THIS IS FUNNNNN
Hja, I will eventually be changing this, so you won't be forced into it, especially after prestige. But in general the whole early building progression will be improved. Thanks for feedback!
hell yeah! one of the main things Ive wanted to do is not have to start with miners, maybe flamers or something else, I enjoy chaotic builds, but salvos of 60 pickaxes are still fun!
small side note I shouldve mentioned, but at least for now the turrets seem to outdo the units a lot, two ballistas, maybe three was one of my best defenses in a while, same with double laser cannons (but they are laser cannons so it makes sense lol), and usually outperform a LOT. maybe it was just the ballistas targeting dens, making more riches being why it was so much better?
I don't quite understand, you mean anti-air Turrets outdo units in damage, with the upgrade that makes them hit the mountain, or they outdo them as a way of defense against rocks? But yeah ballistas are really good because they kill dens before the mountain crumbles and wastes them, so you get more loot/artifacts.
I just meant turrets in general, like the Ballista, Laser Cannon, mostly those are what come to my mind
I think want to give you a kiss! I am on a 10 year old Chromebook and playing on browser. these last couple updates have made the game run even better!! it ran so smoothly before but now it feels like I'm on a bullet train! (its still probably really slow but I'm used to like 20 frames per second being like god tier) I am LOVING this game
Haha glad to hear, and there's still A LOT of optimization to do.
really cool
I need a PP upgrade irl, lols
I AM DWARF I EAT ROCK BUT BIG ROCK KILL FAMILY, AVENGE BY KILL MOUNTAIN AND GET TO MOUNTAIN GOD
THE GREAT MAW DEMANDS SUSTENANCE!
GOLD FOR THE GOLD GOD!
GEMS FOR THE GEM THRONE!
love the update, i see i came back at the right time!
is it intentional that the first miners' guild upgrades don't appear until you buy a runner manually, even if you already have some from the prestige updrade?
They don't appear because the upgrade looks at runners bought but prestige runners don't count towards that (you can also see they aren't show in the parenthesis next to Runner (X), which is kinda slightly annoying but not the easiest fix). I'll make it so miner's guild counts all runners directly, for purposes of upgrades, even though why wouldn't you buy that one free runner anyway
i just got used to upgrading the miners first as soon as i have some runners, and it was confusing that i couldn't do it this time
coming back so frequently that "Updated: 11 seconds ago" :p
Great game. Let me give you money on steam! A few suggestions:
I think you should start with less dwarves, getting almost 10 immediately isn't satisfying (maybe move some to a tier 1 prestige upgrade).
The first few prestige upgrades give you a ton of free dwarves that you can't spend for a while because of the expensive gold costs. Golden Inheritance could give a flat +500 gold or something on top of scaling per PP so it isn't useless earlygame, and/or reduce the earlygame prices for hiring dwarves.
The text black outline option doesn't appear on a lot of text.
Can you change runners to go back to the maw as soon as they get a artifact? Something that happens surprisingly often is you have a runner get right beside the maw hit by a rock and instead of picking up all they had it gets spread out between a few runners. Instead of bringing it like 3 steps to the maw they bring the artifact all the way back to the gold pile and have a chance of having the process repeat itself.
Actually a even better change might be to have runners that get hit by something remember what they were carry it and claim it ( or the nearest unstuned runner) so other runners ignore it avoiding the situation of bringing gold back the the gold pile ( except in the case of the maw getting clogged but you said you are fixing that anyway with a vacuum upgrade or something, also a exception of if they get full of ore before they reach all of what they were carrying)
Another way to do it is if a runner has 1/2 carrying capacity and are closer to the maw then the next ore then go back to the maw early
Yeah I've been thinking about that, either make it so you can click runners to issue a return command, which is kinda cool but maybe too active for the game. Or something like you said, where if they already have a decent haul (mainly aritfacts or mithril) and are close to the stash, they return. But at the same time it's kinda funny/chaotic and part of the game to watch the silly dwarves do these silly maneuvers lol. We'll see.
This game has brought me joy that no other incremental has. Thank you for this amazing game!
Maybe for your artifacts that you have collected in previous prestieges it could still show what it looks like and its effects? idk how hard that would be to do so its not a big deal, really fun game though, I'll definitely get the full release :3
why is this runner green? is this a bug or a feature i missed
Ah, this is something from debug behavior that shouldn't be there.
is there are any way to download my save file
Atm no, but I shall soon add export/import feature.
alr ty
I love this game so much I can't wait for a full release I will buy at least 2 of them to show my support for more good incremental games :D
a feature to click on falling rocks to bounce or destroy them to save runners would be neat.
This was initially in the game, same with clicking on runners to nudge them forward, but it was too powerful and active for my taste.
To be honest i dont actually think that its that powerful because in the late game between the turrets, dodgechance with luck and laser defense its rare for runners to be hit anyways. And in the early and midgame it would be the good kind of active, entirely optional and would probably only speed up the game by like 5% at most overall, while rewarding players who are there anyways also it feels a bit unintuitive to see a disaster about to happen and not being able nudge it while you can nudge similarly sized ore
Early in the game there are so few rocks and they fall so slowly that it will completely defeat their purpose (and the purpose of all early defense), as the player would be able to click all of them with ease
Also early game the flamers kinda suck and can act as a noob trap even if lategame they are good
I kinda agree and was thinking of making fire bolts deal a bit of damage on impact (instead of just make fire fields), to help with early game impact.
they still get stuck running into the mountain sometimes sorry :(
I have just uploaded a new hotfix that should have hopefully fixed the stuck runners issue for good. For real this time. Surely. What a annoying bug this was that took way too much time.
i think it helped! i've now been playing for about 10 minutes on the latest version with almost everything runner-related maxed out and they still haven't gotten stuck
Can you change it so you can swap positions with phantom buildings I can see some players building in a way that makes it hard to swap the laser position to where everything will shoot through it
Yup it is in my TODO list to make Buildings Swap able to place buildings on empty spaces.
Otherwise game is really, really good, can't wait for full version that would work on osx!
Are you on an older patch? Because yesterday's patch fixed an issue where if artifacts were yeeted over the left side of the screen they would vanish without being collected. Which I hope is the issue and not something else
I've played yesterday and screen that you see is the continuation of that game so I might have had it before the patch still!
With all the prestige points it should be able to finish it up again. Wish there was more!
There is one thing I wish there was. An ore counter, or maybe i didn't find it. But knowing how much ore is on the ground would be useful. Maybe in the stats tab?
I was just thinking about adding that haha!
ore count per min (and on the ground) and ore collected per min not the value of the ore although that is also a good stat but the number of ore collected would be good to know if your runners will eventually catch up if you go afk would be nice
"Dwarves kill increasingly stronger mountains" has got to be one of my favourite genres in gaming
me like game
hi, I put a few hours into the game now, saved and exited the game now I can’t seem to find any load save option. Anyone have any suggestions? Thanks!
That's weird. Did you perhaps accidentally disable Save On Quit or Autosave in the options? But you do say you saved manually. The game should load automatically and I'm not sure what could've caused your issue hmm
no worries, yeah I had the auto save feature on and the save on exit. All good though. I really enjoy the concept of the game and I actually do enjoy the pace of it. Having a slow start really means you need to prestige at the right moments and not just spam prestige every 5 points sort of thing haha.
I’ll definitely download this when its full version is released on steam.
Also it’s great to see a developer so engaged with his community. I’ll keep an eye out on thinks you work on in the future for sure!
Ps idle cub bought me here!
the dwarves are so cute :3
something went wrong and the runners got stuck running into the mountain for a while... i took the screenshot after some finally departed but some of them are still stuck. i don't think it could be a coincidence because i have literally 20 runners, kinda unlikely they would all be in that corner
also i feel like it's impossible to upgrade runners enough to make them keep up with the pile right now...
they finally got unstuck like 10 minutes after i noticed them!
Seems like the latest patch trying to fix this issue didn't quite succeed and might've made it worse in some situations lol. Will fix it today. Thanks for reporting.
And yeah, runners are the biggest bottleneck late game and soon I will be adding another collector unit (and more in the full game, including rituals).
In a completely separate thing, I would suggest an Import/Export Save button so we can move from the browser to the desktop version without losing progress
(The deleted post was something I thought was a bug but I just needed to buy 1 (one) more miner
Love the style!
coo'
the gold is just in a big pile how do I get rid of it?
Upgrade and buy more runners. Or try an upgraded Wind Bomb perhaps. More collector units/rituals coming soon though!
really good game, came here from idle cub YT channel. start playing and cant stop till full prestige point
the only problem is lacking some option for filtering the particles, mainly the fire effect, and the flying stone
already wishlist it on steam
You'd like to disable fire particles and flying stone dust? People have been requesting way to disable all particles, but I have tested it and it barely gives any fps, but it does make the game look weird and lifeless. I guess adding ability to toggle specific particles would be better. But I'll definitely be adding particle culling which reduces amount spawned when there is a lot going on.
Notes after playing through to the end twice:
- artifacts yeeted off the left are lost forever
- combo damage indicator on the health bar is useless late game because you never stop dealing damage
- you need more ways to collect stuff, right now runners are as important as all damage dealers combined. Maybe cursor upgrades, or a tractor beam/grappling hook building
- collision of already 'collected' items is annoying - if a dwarf reaches all the way to the left and throws items directly into the maw, you need to disable collision or else they will bump into each other and fall back out
- start prestige with tutorial complete and mandatory free buildings placed, it's annoying to repeat
- no indication of when the next building unlocks
- artifacts for things you haven't unlocked are confusing, e.g. star that boosts turrets shouldn't drop before discovering turrets
- if you get free dwarves from a perk, they don't increase the price of housing, if you get free scientists, they increase the cost of hiring future scientists. this FEELS inconsistent, even if you can probably explain it
- some artifacts have downsides, but if they randomly drop there's no way to refuse
- readability issues when multiple windows pop up at oncealso, the font on this itch page is REALLY unpleasant to read, the different sizes and bold text that don't align to the same pixel grid look 'wrong'
- Artifacts being lost when yeeted bug was fixed in yesterday's patch. If you're on desktop please update often as I release patches daily.
- I will soon be adding a new collector unit, and at least one more is planned after that, plus a few collection rituals.
_ I kinda like the funny chaos of dwarfs deposited but yeah I agree, I will soon be adding a Maw upgrade that vacuums in nearby ore.
- Prestige does start with tutorial complete, but true I'll make buildings also start placed.
- Buildings do actually tell you which buildings they unlock next, but for the upgrades I'll be adding unlock requirements to the buttons.
- I considered making artifacts togglable but generally the downsides are small enough that it's just part of the adaption game.
_ Yup there is still work to do regarding readability.
_ Yeah I also find the font to be kinda shitty based on how much you zoom in. But sadly it's the only pixel font itch.io offers and I simply must use it to fit the aesthetic lol.
Thanks for your feedback
Part of the issue with collision is that the Dwarves throw things so high into the air, if other Dwarves are too close behind the full stacks collide when the previous stack is rising/falling. That could be fixed with timing, maybe an isolated throw has barely any height with throw height being progressively higher down the line to avoid colliding with previous stack.
It would also help if collection was faster when capacity is barely filled (and by size/weight), or similarly throwing from further away (and adding overshoot as that collects anyway) rather than taking it to the right, inventory combining/swapping etc. EDIT: I do see that gorilla arms sort of do this, but they also sort of make the problem worse (until it happens again further away from the mountain).
I could see not having them bunch up being part of their behavior as well so 4 don’t get knocked out by 1 rock (also collecting from the middle of a pile, not just the edge), using speed boosts (or slow downs) for this and attempting to avoid projectiles. Gem rush seems like it’s wasted when they’re still collecting stuff out of a large pile (late-game carry capacity at least). EDIT: Even if it’s just the short duration, in the late game I do see speed lines on when they’re not moving (in the right corner, I suppose it could increase loading speed but it really doesn’t seem like it).
Also, have prestiged multiple times and that still feels painfully slow. Partially because cost scaling and small upgrades, but base speed likely should be higher (so runner speed upgrade is more impactful).
It might be funny if it happened every once in a while, but once you have enough carry capacity it happens every single time.
More notes:
- some popups don't respect text outline setting (e.g. tooltips for the top bar)
- some text has dark on dark outline which defeats the point (e.g. building names in the tooltips)
- text outline setting is not saved between sessions
- no way to view and compare individual dwarf/building damage values, speed, etc
- Yup I have it on my TODO list to make outline look less terrible and also finish adding it to every txt element.
- True, saving will be fixed next patch.
- Display for unit stats is also planned.
- if you leave the game idling for a while, popups will stack on top of each other. When I came back, I had the "select artifact" popup layered over top of the "end of demo" popup and neither was readable
extremely good, very easy wishlist add. ty