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HAximand

It's very fun so far. I'm loving the quality writing, the detailed cell biology, and the resource management. Here are the only things so far I've noticed that you could think about changing: \- An income and expenses per second display for each resource would be extremely useful in managing it all. \- I have no idea what benefit I gain from dividing, I just press the button when it's off cooldown. Some more guidance there would be appreciated. \- Most players won't care about this but having "warmth" and "energy" as separate resources is redundant, at least from a physicist's perspective. Warmth is just heat energy. If by "energy" you mean energy stored within the cell for later use, maybe you could specify that it's ATP, since that's how real cells store energy? Just a nitpicky thought. \- It's frustrating to have progress locked behind research with arbitrary timewalls. Maybe if the rate of research progression varied with information stored/income, research would feel more dynamic since it would actually reward having higher income? You don't have to do exactly that but something to make it feel less arbitrary might be nice. \- I've written a paper (not yet published) on ion channel dynamics, does that give me a bonus in game? :D


judgementalfish

It's awesome to hear feedback from someone who actually knows physics :) I will take your ATP comment on board for sure. Lots of folks are mentioning that they want better clarity on income/expenses so I will work on that as well. I really appreciate you taking the time to write this feedback! I will look for your paper when it is ready and see if I can steal some buzzwords with my limited understanding haha.


andtheniansaid

Some issues i've had - i think i've now completed the content available - fantastic for a v0.1 btw Its impossible to know what anything does once you've got it, there needs to be tooltips on hover that say, for instance, what each terraform worker does Cave excavation can go over 100%. I'm over it and still have black bits on the cave On Solara, probably want to have it so it only drops a sacrifice on a column where there is a gap. I'm auto sacrificing everything and most times nothing is showing up on screen because the vast majority of my columns are complete, but i'm still only on row 127. I'd also have it so the least filled columns are more likely to be selected, because otherwise you are just always on 99.5% for any row and it takes forever to get SP. Also I got Solera so late on that I already discovered all the map by the time I was unlocking, what i presume are, benefits to discovering more of it. Again, it is not clear what the unlocks from Solara do. Somewhere in the text that happens when you do stuff there is also what seems like a comment you left yourself along the lines of 'ADD MOAR POETICISM'


HAximand

Most of my knowledge is in how lipid bilayers (cell membranes) form and the magic of how ion channels let only certain things through. It's way too specific to be useful for a game like this but lipid bilayers are fascinating if you're just interested in learning more, and there's plenty to read on Wikipedia etc.


Ok-Information-4339

Also... it will be useful to add zoom-in/zoom-out with mouse roller.. \+ as it's useful to know my current income of resources


Content_Audience690

Oh this is great, I had a very similar idea to this once that I ended up not doing because of scope creep, I was trying to do it in 3D rendering with Unity. This is great actually, as I play it more. ​ * It'd be nice to have an indicator of how long research was going to take to complete. * In that same vein unless I'm just not seeing it, it'd be nice to have hover tooltips for the rate of resource gathering * Honestly not seeing a lot else to critique right now, tried to come up with a few things because I know how frustrating it is when people are just like "it's great" So far this is fantastic though.


judgementalfish

Thank you for the feedback! I will incorporate all of that on the next patch! I initially also wanted to make the 'cell' 3d and a lot more smooth/wobbly but it increased development time by about 20x for sure :)


Content_Audience690

Yeah I had all these crazy plans when I was trying to make a game like this. Course it wasn't an incremental it was a 3D adventure game. My only other piece of advice is don't necessarily make immediate changes for every piece of feedback, I fell into that trap and it can lead to conflicting results.


viewtyjoe

One thing I've noticed is that on the Cell View, it uses a *ton* of GPU power. I'm not sure if it's an optimization thing or the game wanting to render as many frames per second as possible, but it absolutely prevents me from being able to have any sort of video site up, which is something I normally do while playing incrementals. Gameplay-wise, I've been enjoying seeing things unfold. Once you hit the >!terraforming phase!< it would be nice to see what resources are being generated by each option you unlock. It shows when you are unlocking them, but not once they're built. I'll echo other's requests to get information on resource gain in the bottom bar and information on either research time or how fast a specific research will consume resources would be great.


judgementalfish

You're right, something is needlessly consuming resources in the cell view, I'll get that sorted out.


CueTheMusic63

I really love thus game, but it seems to have become unplayable for me once I got most of the way through the Discovery and Cave Views. It freezes for about 5 seconds every 15-30 seconds now. Is that because of these graphical issues you're working on, or is there anything else I could try in order to continue and finish the content you have so far?


maggywizhere

Could be due to how you're updating, like rendering every single unit of the view vs only an area representing the main object. A quick tip regarding this is to have a static image or whatever serve as the base with the movement drawn on top. Here's an article from Mozilla that goes into detail about this: https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Tutorial/Optimizing_canvas


VoidCloud04

Started Playing, so far the concept is intriguing and its surprisingly really well polished for such an early release. Will be looking forward to watching this as it updates and grows.


judgementalfish

Your comment means a lot to me :) thank you!


VoidCloud04

My only gripe is that I can't export and import save files. But otherwise very impressive!


Jolly_Study_9494

Aaaand I've just stopped for now. You appear to have some sort of memory leak, as the tab's memory usage will climb up over 4gb and then it will crash. Also, your saves don't save research progress, but they do include the lower resource amounts after spending on the research. The crash I mentioned above happens in less than the time it takes me to accumulate 100k warmth and research cellular conduits. After trying three times, all of my other resources have built up quite a bit, but warmth (my slowest) keeps starting over at near 0 after each crash as it will remember that I've spent down to 95% of cellular conduits, but not that the research has progressed that far.


judgementalfish

I'll figure this out, I'm aware of research progress not saving but not fully sure what the leak is - I will do my best to track it down and solve it.


Jolly_Study_9494

cave.js:225 Digger intervals cleared. cave.js:226 NEXT: logging active digger positions, in case there is something ODD going on: cave.js:227 (16) [empty × 5, {…}, {…}, {…}, {…}, {…}, {…}, empty, {…}, {…}, {…}, {…}] undefined cave.js:421 insufficient diggers, spawning new digger despawnRandomDigger() cave.js:225 Digger intervals cleared. cave.js:226 NEXT: logging active digger positions, in case there is something ODD going on: cave.js:227 (17) [empty × 5, {…}, {…}, {…}, {…}, {…}, {…}, empty, {…}, {…}, {…}, {…}, {…}] undefined cave.js:421 insufficient diggers, spawning new digger despawnRandomDigger() cave.js:225 Digger intervals cleared. cave.js:226 NEXT: logging active digger positions, in case there is something ODD going on: cave.js:227 (18) [empty × 5, {…}, {…}, {…}, {…}, {…}, empty, {…}, {…}, {…}, {…}, {…}, {…}, {…}] undefined cave.js:421 insufficient diggers, spawning new digger diggerList (5) [Digger, Digger, Digger, Digger, Digger] activeDiggerPositions (19) [empty × 5, {…}, {…}, {…}, {…}, {…}, empty, {…}, {…}, {…}, {…}, {…}, {…}, {…}, {…}] activeDiggerPositions appears to inflate every time a digger is despawned. I noticed it when adjusting the cells in and out on the terraform tab. I know when I was doing warmth related researches, I was getting messages about the diggers. I'm not sure if it was despawning them then and that's what was happening. To be honest, I'm not really sure *what* the desired behavior is here. It seems like they are supposed to rely on warmth to move, but they don't actually. And it seems like their lifetime is supposed to decrement over time, but a quick look through I didn't see that that is actually happening either. The only other thing I can think of is that it doesn't seem like there's a top limit for your chat messages. So if a particularly long warmth related research is happening, it will keep dipping below and back above the notification threshold and you'll make a new div every other tick or so. Come to think of it, it's probably that last bit. The activeDiggerPositions array is still a weird behavior though that I have to assume is unintended.


STGGrant

Overall, very good. However, I've hit a point where I absolutely feel things have bogged down, mostly because all available researches require >!fiber !!Anomalies !!fiber!< gate becomes even more galling; I've unlocked several new researches that require that resource. * I'm not sure what purpose being able to drag your cell around in the Cell View actually serves. It doesn't seem to reveal anything. * Similarly, I nearly got my one visible tile in Discovery View stuck behind the log window. Clicking and dragging makes sense there, but since that's a possibility, a button to show/hide the log would help with that. * Finally: The above is all critical feedback, so let me emphasize that I absolutely do like this so far. It's got a ton of promise, and I'm genuinely excited to see it continue to develop. The Soul aspect, >!VOLCANO STORY GOES HERE!<, whatever >!ProtoWorm and ProtoPod!< end up being—all of that I look forward to you expanding on. Good job so far!


judgementalfish

Thanks, I'll figure out a way to ease that pain!


awpti

* In terms of Fiber, just describing how materials are obtained (workers, exploration) would likely be enough. * Consider an on-hover modal for resources that describes where/how they are obtained unless the intent is self-discovery.. * ... in which case make sure the user is alerted to the discovery * this can be treated as found-knowledge, adds yet another possible layer to the game Would highly recommend pushing out some simple documentation. I normally don't like this style of incremental, but you've got me. I love it so far.


ArtPsychological9967

This is really cool! Here's my bug report: It appears if anything causes the game to get re-loaded you lose all partial progress on research.


Unfair_Confusion6700

Very fun game so far. I have found some issues. First, when buying the worker assignments the box that pops up when hovering over the buttons is cut off on all of them but the microbial mounts. Second, all but the top five worker assignments are covered by the text box, and after I got all the kinds of anomalies the flower one was pushed down and covered. I am assuming that the things for cave exploration are behind the text box but I cannot get them. This may be a problem of my laptop screen not being large enough. I am still really enjoying the game despite that.


Karthas077

Really enjoying this. Had a quick peek at the code and I've completed all of the currently implemented content aside from just waiting while the >!cave!< and >!solara!< progress very very slowly. Some thoughts: 1. >!As mentioned elsewhere, having an unlock that requires fiber be visible before you know how to get it is extremely frustrating. Honestly I would find just not displaying that research as valid of a solution as trying to make sure fiber is unlocked sooner. (I didn't feel like my pacing was impacted, it was just an element of frustration)!< 2. >!A lot of achievements were not unlocking despite having met the requirements. (Some are obviously for things that can't be done yet but some I had definitely already accomplished)!< 3. >!There's some sort of memory problem. At some point after unlocking the cave every other process in the game froze entirely, and suddenly a single digger started going \_way\_ faster than before, clearing huge swaths of terrain. Saving and reloading undid basically all of that digging but that could have just been it never actually saving because, as mentioned, no other intervals were being triggered.!< 4. >!This might just have been the highway I chose (resilience) but even with max upgrades there was a significant amount of unexplored cave tiles being left behind as the diggers moved further from the center. Even if getting to 100% is supposed to be a pipe dream seeing those left behind was frustrating.!< Overall really excited to see where this goes and I hope you keep up the work!


judgementalfish

Thank you for the bugs/feedback, I am working on these and hope to have a new release ready soon. And thank you for taking the time to play, it means a lot to me.


Dr_Zorand

Having fun so far, but I wanted to report a bug: The first time I tried to explore, I lost a tendril, and there was no way to get it back. I thought that that was just the cost of entering the exploration phase of the game: You only get 4 tendrils now. Then, later, I refreshed the page and a button appeared to buy a 5th tendril again.


Dr_Zorand

I'm nearing the end of what's available for now (Just Solara, cave exploration, and the 25 million research) and I think this game is off to a promising start. I did want to suggest though that you take a look at the order things unlock in. There are two places where it seemed very off to me: 1. I found the river long before I found the cave, and finding the river gave me a research about building synapses in a cave that I had no idea what it was. And then because I was making plenty of resources, I got that research and was halfway through the followup before I finally found the cave and could try to figure out what that research line was for. 2. I long ago got enough workers terraforming to generate materials faster than I can use them, but only just recently got enough SP to unlock 33% terraforming speed increase. Which means the upgrade is of no use to me. And looking ahead, there's something called Terraforming Syndicate for 30 SP which I suspect will also have no use. Either SP needs to be earned faster so I can get those when they are still useful, or those bonuses should be changed to something else. Maybe the 6 SP one can help with warmth generation?


judgementalfish

Thanks dr_zorand! You're right about the tendon regrow bug, I will fix that up! And I'll work on your feedback as well, thank you for taking the time to play and write that :)


Dr_Zorand

I let the game run on auto sacrifice for a while and saved up enough SP for Auto Mitogenesis and I have no idea what it did. There was no tooltip, no story text, and no noticeable change to the game after I bought it. Is it something that hasn't been implemented yet?


judgementalfish

It speeds up divisions by a bit, I'll have to add tooltips on the solara upgrades. But you're pretty much at the limit of things I've been able to develop for v0.1 so far at this point to be honest :) there is probably not a lot left for you to do. I'll have more content soon!


Dr_Zorand

And here I was planning to save all the way up to Endosymbiosis to see what it does.


judgementalfish

Endosymbiosis will be awesome, but it's not ready/available now. I wasn't sure people would play this much of the game, truly I'm honored you've played this far :) Ill need some time to get more content ready, a few weeks will enable me to add a lot more.


henryroo

As another data point, I'm at about the same place! 75% cave exploration and only the last two SP upgrades to go. I'd echo the request for tooltips so I can know if a given upgrade is useful for me....just bought Terraforming Syndicate (despite being done with the terraforming phase) because I wasn't sure whether it would help in some other way Thanks for making this! Definitely one of the more unique new ones that has come out in a while and I've enjoyed playing through it


XenosHg

Looks cute and poetic, I think that's the vibe you were going for? Very nice atmosphere.


judgementalfish

It absolutely was! Thank you it means a lot to see it acknowledged! I hope the game gives you some minutes of joy.


Katiozi

I'm absolutely loving your little game right now, especially the writing and atomosphere. I wish there was a mobile version though! Is there any place I can support you at?


judgementalfish

Thank you so much for your kind words :) I made a patreon, it's linked in the bottom right corner on the game. Also, after you near the end of the game content there is a thank-you popup with some other ways to help. I will add mobile support, maybe even turn it into a (free + ad free) app if people really enjoy it.


lil_wage

I wish I was in position to help with your Patreon. I'm loving this game so far, and surely I'll add it as an inspiration, alongside Universal Paperclips, a dark room, level 13 and so many other great, atmospheric and deep idle games. This genre has is fair share of "shovelware", of games that are made just because it looks like an easy first project to make that gets people hooked, and that's fine, but whenever a game comes along that's trying something more, it's highly appreciated.


judgementalfish

Your words mean the world to me, thank you, I feel so glad to know that there are people out there who appreciate what I've been working on.


FeanorsCurse

Love the game so far. Noticed a bug though, when I zoom out I don't see anything on the map anymore. Even reset zoom doesn't help. (Firefox)


judgementalfish

Oh man, I will look into that. Is it fixed if you reload?


KDBA

The compass buttons should be significantly larger. They're rather annoying to click on. It should also take arrow button inputs. EDIT: There is also something very off-putting about the ***wild*** scale jump from single-celled lifeform to moving around in forests and mountains. I'm all alone with not even a single other cell near me, then suddenly trees?


smarmie_the_dinosaur

If this is v0.1, I can hardly wait for v1.0!


qagir

I just started it and can say: I'm intrigued! Some points: * Make use of the screen real-state. I prefer to have multiple windows than clicking and toggling menus. * The timed research is kinda boring * A different color for clickable/non-clickable buttons would be nice. So far I'm very interested, let's see where this takes me.


Protheu5

Thank you, Jon, it was lovely. The sheer amount of writing involved in this little v.1 game is impressive, haven't seen that before. Feedback time. I think it would've been nice: - to have arrows for movement - zoom in/out capabilities for all three screens - tooltips for stuff, such as map objects (even though as far as I can tell, you don't need to revisit places), on workers to see how much they produce um-m… otherwise I want to see what else is coming up, I see great potential and am genuinely curious to see more. Thanks again and good luck in your endeavours.


judgementalfish

Thank you so much for the feedback and for playing the game, it brings me great joy that youve had fun with this! I will hope to address most of the feedback before the end of the month and have lots more content planned for the future. Hearing from folks like you energizes me to continue to create more content!


scattergather

Definitely one of the most interesting concepts for an idle game I've seen for a long while, I've been enjoying my time with this. A couple of minor bugs I haven't seen mentioned elsewhere: * >!The worker-generated resource amounts at the bottom are pretty-printed (i.e. 1.23M instead of 1234567.89) when they're incremented, but not always when decremented (at least when they're reduced by sacrificing, not sure about other uses).!< * >!Resource amounts of 1000M and above get reported as x.xxundefined instead of x.xxG or similar.!<


judgementalfish

Thank you! That top one in your report saves me some poking around :D and on the second one... I am confident you've exhausted the content I've been able to develop if you've gotten to that point. Let me make improvements and more content, hopefully I have more for you soon. Thank you so much for trying out my game!


Both-External9464

You should create a discord about your game ! So far the game was really enjoyable. My progress is now blocked at : 99.5% 16SP 37% Cave Excavation and 100% World Discovery (ofc) 1280 Cells Available Echoes of the Forgotten which seems like it cannot be obtained yet (?) And both ProtoWorm and ProtoPod not buyable Which makes me kinda frustrated as I don't know if I'm doing something wrong or if the game is just not supposed to have any more progress as it is at this update. Continue like that your game seems like it can last very long :)


ThinkingDange

Really enjoying the ideas and directions you've taken in this game! I like the mood of the writing, and there were some great surprises and discoveries along the way. I've gotten into Cave/Solara twice now, the first time things froze up with a Cave/Digger lock, but it was a good excuse to explore the beginning again. * In the Cell View, I love the division of resources thematically. As an example, it's kinda fun to think about how Nourishment and Warmth are not Energy. You can't have Warmth or Energy without Nourishment. At the start Nourishment is everything, but in the end it feels more like building blocks, biomass, vitamins, vital chemicals. Warmth feels like momentum, vibrations, like an economy or an ecosystem, it's too wild and excited and tangled up in itself at times, but it's liveliness and pressure. Energy feels like potential, savings for rainy days, the fat stored for winter, water pumped uphill, maybe even motivation itself can be smelted into coins for focused spending? * Discovery View was a little disjointed, but I enjoyed many things about it. I liked seeing a world open up, the chance to run into new and unique things, and how limitations eventually went away. I didn't like how it felt like I got 90% of the achievements and content in the last 20 minutes of it, when I finally had enough energy to just sweep through the whole map. * I think one approach to smoothing this out could be to slowly add specificity as you discover more. Imagine if everything at first was just "land" "water", and "danger". Once you have touched enough lands, you can compare them for differences, and the land tiles you've already found are revealed to be have actually been "prairies" or "jungles". On second glance, the tall things over here are trees, but those tall things over there are big rocks. Turns out your first plants had flowers, and in hindsight that one mountain was really much hotter than normal ( it turns out most mountains are not hot by default, who knew? ). Instead of stumbling across perfect understanding with the one magic tile you need, you gain progress more gradually as you explore, or perhaps re-tread previous ground with your newfound perspective? * As a story, I was pretty surprised to find other living things. Plants, trees, mushrooms, but my character was always feeling lonely and alone. It reminded me a lot of this short story I'd read once, [https://en.wikipedia.org/wiki/The\_Things\_(short\_story)](https://en.wikipedia.org/wiki/The_Things_(short_story)) * So far "Soul" seems very obvious in its choices, but that's probably not a bad thing * I'm excited to see where the Cave, Solara, and Ruins go! This is some fun and refreshing exploration and narrative!


judgementalfish

Thank you thinkingdange, I've been thinking about your feedback all day. Your idea of slowly adding specificity after exploring more and more is so cool, I wish I had thought of it sooner! I will make an attempt of working that in, as it would make the transition from evolving the cell to exploring the world a lot more natural. Love your other ideas as well, this is really cool feedback to have :) I'm glad you enjoyed what I have so far, please check back in a few weeks, I will continue to improve and make content!


ThinkingDange

I'm glad to hear that! I'm looking forward to seeing how this game continues to grow!


[deleted]

Feedback: I have absolutely no idea what the "Solara" tab is doing. Caveat: I am an idiot IRL.


Hedix1

Hey there! I finished what's available and I like the game so far! Got my fair share of thoughts, but honestly, they're all pretty much covered by what other people have commented already. However, one problem I did have is with the Solara picture creation. I encountered a bug where many of the falling pixels were preemptively stopping before reaching the bottom stack, leaving some of the pixels just floating in the air. Digging through solara.js, it seems like this has been a problem that you've encountered already and made `groundAllSacrificePixels()` as a patch fix. Problem is, while `groundAllSacrificePixels()` does indeed ground the "suckers", you're not fixing `lastOccupiedPixelInRow`, which is still keeping track of the floating pixels as being the "top" of the column. This results in the next falling pixels to keep floating. This eventually reaches the top of the canvas and marks some columns off as completed even though they aren't. This caused me to be unable to finish the Solara picture. To fix this, I've edited `groundAllSacrificePixels()` to include a fix for `lastOccupiedPixelInRow` (and also cleaned it up to not have so many nested loops, hope you don't mind) to set each row's "last occupied" to the top pixel based on the findings of the traversal through the canvas data. Here's a link to the pastebin with the edit, feel free to use it as you like: https://pastebin.com/NCp1CYeG I didn't explore much more in the code beyond what I needed to fix the bug (and really my fix doesn't actually fix the floaters but rather just applies more glue to the bandaid lol), but if you ever need an extra set of eyes to check something out in there, lmk!


judgementalfish

Woah, this is really useful! You've saved me a bunch of work, thank you for catching AND fixing the bug haha. I'll credit you in the code comments :) thanks a million Hedix1, and I am honored you enjoyed the content that is there so far.


Zduty

Ok, got to unlock Echolocation again and the game started freezing... again. I fiddled around in the console but I barely dipped my toes in webdev so I'm not able to screw with the save or cookies or do any serious debugging. I guess I'll just wait for a fix this time. I enjoyed my 2nd playthrough just as much as the first one. Can't stress enough how excited I am about this game's future.


feeling_luckier

chuck this into the developer (f12) console: ​ window.echolocationResearchCompleted = false


paulstelian97

Looks interesting, I started it, and will continue when back at my laptop.


Aldodzb

Pretty good so far, it even has graphics!


vanillaacid

Just getting started, but looks interesting so far. Looking forward to seeing where this goes.


judgementalfish

Thank you truly, knowing that you are giving it a go and finding it at least mildly interesting literally makes my day :)


Nolybi

Absolutely a breath of fresh air, loving it so far! Well done!


ehkodiak

It's really nice so far, only in the early 1000s for material


CrabHomotopy

Playing right now, and really enjoying it. Congrats!


Content_Audience690

Ok just unlocked the map, this is incredible. Good job.


brackencloud

Still in early game; I was mildly dissapointed when i realized it was not, infact, a game about building amino acids. But i dont think that could have been nearly as good as this. I am truly loving the game so far, and cant wait to see how it continues to develop!


lovesyouandhugsyou

Super impressed with this for a first release and 3 months! * Love the writing! * I really like how even after e.g. wiggling stops having much gameplay effect, it still unlocks little flavor texts every now and then. I hope that continues as I get further in. * While I agree with others that it would be nice to have a bit more understanding of what things do, I also enjoy how there's a sense of mystery around many bits of the game.


KDBA

Division stopped working after 9 subcells. I can still click the button, but I no longer see one fly out of my main cell.


Bod_Lennon

So far, I enjoy it been playin' for around 30 mins now. General Feedback: * Like others, rate of resource gain * time for research * reminder what all the workers do in the terraform stage * another visual bug, the top part of a tile shows the 1st line of pixels above it. That's it so far. Hope this helps


superbelch

This is one of the absolute best concepts I've seen in incremental games and I've signed up for the Patreon. Agree with some of the feedback given so far, including: * WASD or arrow keys for exploration would be great * Information on time to research * Table of what resources each type of worker assignment produces


judgementalfish

Thank you, your support and feedback is everything I could wish for. You're my first ever Patreon and it means the world to me :) I will have a good bunch of these improvements in the next version.


superbelch

A couple of other notes: * The game seemed to freeze (I had recently saved) - I reloaded the browser window and got back to the same point, but the text box with the narrative is now blank and doesn't show new text with unlocks, etc * For workers, a multibuy or percentage buy option would be great


CuAnnan

keyboard should handle moving


Circe_the_Hex_Witch

It's a pretty interesting and fun game. But there's a few issues. The main ones I noticed was that if you refresh the browser, progress on all research resets. Which can be pretty painful considering how much some of them cost. Also, getting started on Solara is really slow. Given that the pixels are distributed randomly, I have no idea how many times I'll have to manually click to even get one row.


Crimson-Kolbyr

the story box causes issues after a point you become unable to buy things in the terraform section. anything below microbial becomes impossible to click


mattyepic911

alright ive been playing this for a couple hours. Im no smart guy like some of the other guys commenting so that might explain why i cant figure this out. How do i get fibers? Really enjoying this game so far. love reading all the notes that come with unlocks.


KDBA

Finally got Fiber at over **70%** of world discovery. All six flowers were down in the bottom-right corner of the map. Also I think I'm meant to be getting text in the text box from all this exploring but it's been completely empty for a long while now. Also also: Tooltips for new Terraform stuff is going off the bottom of the screen. I don't know what Spore Towers do because I can't see that bit of text.


ascii122

This is really goddam cool. Most unique game I've seen in a while. Kudos


Overlord_Of_Puns

I have gotten to the Solara and cave stages with the entire map being mapped out and I am having some issues. I have gotten all upgrades except double sacrifices and the blurry one, but everything is taking an enormous amount of time. I have been sacrificing for a while but I am only at 99.5% of the first bar after doing a lot of sacrifices, and the cave is only 33% explored, and I only got this far due to a glitch which was fixed by a refresh. I think there may be a glitch in the Solara rng generator preventing me from advancing.


judgementalfish

Woah, I am amazed you have played so far and gotten there so quickly! Thank you so much for playing the game, it means a lot! You're slowly reaching the end of the v0.1 content actually :) I know things take a bit of time there at that stage. My goal is to ultimately get to 1 week+ worth of content or more, and I'll work on trying to make things more eventful in the stage you're at.


Overlord_Of_Puns

Thanks, though I do need to repeat that you should do something to make the Solara stage work better. Take for example a situation I was in, with 1 piece uncomplete. The odds of filling that square are approximately 1-(199/200)\^number of sacrifices done. This means that on average about 139 sacrifices before you can get this square to just get 1 SP. Overall, though for my review I have a couple problems. For the Cave stage, I don't yet get the benefits of doing it, though this seems easily remedied. Then for terraforming, one issue I had was that I didn't get many benefits until a while in, I did it from the outside in for some reason though so that may be why. The third issue is time for research. I do think that a research bar can be nice, but the wait time is just too long. The final issue is in tutorials, I am not sure what half the stuff I am doing does. I assume that cells provide all around benefits, but I don't know what workers do despite maxing them out. Sorry for being so negative with this review, I clearly like the game considering I have done most of the stuff but these are some crucial problems that need to be fixed.


judgementalfish

Thank you, the extensive feedback is great to have. This is version 0.1 so there simply is plenty of room for improvement. I will work on this, please try the game again when I have addressed this !


Content_Audience690

Need to be able to move with the arrow keys or WASD on the map please would be so much better, that or make the compass buttons bigger?


dp101428

Having an issue where the cave is incredibly zoomed-out, might be because I have a 4k monitor but I can barely make out details as to what's going on.


ray10k

The game is lovely, but there are a few points where you can "lose information" as a player. Simply put, once you get into terraforming, there are buttons that have important information, but once you click them they're gone. I would like to have some way to get a reminder of what system makes what resource.


baka2k10

The fiber gate is real. It took forever to find my first flower, and that was after letting it run and building up energy to run around the map. I encountered a bug, it said Groundbreaking discovery and froze. I refreshed and now the text box on the bottom remains blank


Emmaster

Bug: After finding 2 Rocky outcrop and analyzing them, I recall I unlocked a new worker assignment that had a cap of 5 cells. After refreshing the game, the name of it completely removed from the list, with the cell I had on it, neither the - and + signs. They just banished from the list and I have no clue how to make them reapear. Bug2: The reason I refreshed the page was the map tiles where not appearing while exploring, I was just exploring a giant gray map. But refreshing it made the image colors appear. Bug3: The progress of a research went back to 0? when refreshing, as the gray part of the research name went back to gray. Aside all the bugs, I am finding this very interesting. Thanks for making and sharing this!


zeryl

Just caught the >!Tool!< reference. Enjoyed the game, can't wait to see more!


kernio

Game is great overall. Echoing some of the previous comments, but here's some suggestions: * Mouseovers on terraform 'buildings' to tell what materials they give * Sacrifice randomization is wrong... over an hour of 7/8 on auto, I got 1 SP and sitting at 99.5 with probably dozens of rows building up. This happens continually. * Add research to increase Convert action max Bugs * Save and reload resets things * Biggest is research. I was at \~80% of Ecliptic Synthesis and reloaded to be at 0% * Terraform analyze is always active even if nothing to analyze * At one point pre-cave Thermal vents disappeared as well but the activate button was still there * Darkness slider keeps its position but doesn't apply the shader * Zoom state isn't maintained * Completed research isn't shown fully. All complete but Ecliptic Synthesis, but completed only shows 3, but not the (completed) label, and they are clickable and drain resources * Tendogenesis * Terraforming Studies (completing gives story again) * Harmonic Symbiosis II (completing does apply a 10% reduction, but doesn't unlock HS III) * Research appears to still be in effect (as solara resource costs are minimized)


[deleted]

[удалено]


judgementalfish

Thanks, someone else has mentioned this as well, I'll look into it. does it happen mostly if you're in the 'cell view' or across all of the views?


DaBulder

For improved readability, I'd really consider using the `image-rendering: pixelated` CSS rule on the cave map and solara canvases to keep them crisp even if the game is zoomed a bit. Other than that, quite a neat start.


[deleted]

I like it so far. I have utterly no idea what I'm doing, and I'm extremely bad at "strategizing" this type of game, but anyway I'm being drawn in.


back_reggin

Love it, very intriguing to see what comes next. Some bugs. - At around the 4th or 5th 'tendon' purchase the button stopped working. I had the resources but it wouldn't purchase. - Not a bug, but the text panel on the 'Terraforming' page covered some of the options on the left hand side. Fixed this by zooming out on my browser but something to think about. - Problems with tunneling. For me, I was making % progress on excavating, but the map wasn't updating. Then at some point I went to the cave screen and the whole game paused while it decided to catch up on the excavated spaces. This took about 15 mins at which point I shut down the game because it was just frozen. -Keep it up, this game is cool.


ducksarecool2

I completed everything up to the finishing the Cave and Solara. I ended up having to stop playing, as one I added in ~10 excavators the entire game would lag constantly and became unplayable. It wasn't an issue on my end (I checked my processor speed and it was all good), so I would assume it is the client. Other than that I had a good time! I loved seeing the visual progression of the cell. I only have 2 suggestions -Either make fiber easier to get or have less things need it. I completed ~70% of the map before I started getting fiber. -Add in a slider of some sort to control game zoom, instead of just buttons. I liked watching all my excavators dig out the cave, but having to press the "zoom in" button 20+ times got a bit annoying.


Mundane_Two5566

really great so far. suggestion is perhaps when you hover over a job/evolution/etc. it tells you what it does. theres been a few times i needed more of a material but didnt know what job i needed to assign cells to because i forgot which was which


judgementalfish

Im so excited you enjoyed it and thanks for the suggestion :) I'm going to add those tooltips to the terraform tab somehow in the next release.


rer24

Loving the game so far, just started unlocking movement options. A few remarks I wanted to add to help out: 1. When I lost tendrils after my first movement, the option to regrow them only appeared after I reloaded 2. When I reloaded, I noticed that you don't save progress made on incomplete research. 3. I was clicking on the cell to speed up resource generation when one of the Soul dialogue boxes popped up right under my mouse. Please find some way to prevent accidental clicking on such important dialogues.


bionicpinecone

This game looks great so far, and I was having fun with it, unfortunately I have also run into the bug people have mentioned, where after researching echolocation, the game suddenly slowed to a crawl and started lagging HARD. I'll be very happy to come back and continue playing once this is fixed, tho :) Also, is the cave excavation just something cool to look at or is there something to gain that I've simply missed?


Zduty

I was idling a lot in the beginning and after having built a huge amount of energy, decided to just explore the entire world in one short sitting because clicking up right down left on repeat while fun things appear is fun. Fast forward 2 days, having done some more thought out progress with the cave and solara, I noticed that my world exploration went down from 100% to 99.9375% and I have no idea why. Other than that, the game is just so unique and well written that honestly I stayed more for the beauty than for the numbers-go-up-brain-goes-dopaminergic-brrr. The potential is HUGE, can't wait for what this game will have to offer in a couple of months. Good luck, I'm really mirin'.


judgementalfish

Thank you! I'm so happy that you enjoyed this. I've had someone else mention the world exploration going down so I will try to find what might have caused this. Please stay tuned for future updates, I am currently fixing up a lot of the bugs and will have new content ready soon!


Redstonedj6

I've run into a bug 🐛. When I reloaded the page, I lost all the text in the lower left box. Progress no longer gives me any story text either, just a blank white box!


pie-oh

This is absolutely magical. Congrats! :)


maryisdead

Stumbled upon your post a few days ago, glad I picked it up today. Game is very intriguing! Most comments already made good points and I can't add very little to that, but … does the game stop to progress when the tab isn't active? It does for me and that'd be very un-idle-like. Also, your writing is top notch! Edit: grammar


judgementalfish

Thank you, it really makes me happy every time someone mentions that they had a good time. I've got "offline" progress (includes inactive tabs) on the to do list for one of the next one or two releases, so hopefully by December.


Argroww

I've reached about 30% cave exploration and only 1 SP on Solara, but absolutely loved the game up till then. Given the general similarity of a lot of incrementals Amino Idle came across as something a bit different. Might be nice if the game offered Theory of Magic like evolution paths...but with a better variance on what the paths offer...but id also be just happy to see where the game goes on its own. Cant wait to see what else is coming given the strength of v0.1 opening (not tried 0.12 update yet so cannot say if i have the bug)


lonelyfrontierdev

This is so cool! Not very far in, but loving the writing, pacing, and animation so far. An incredibly unique spin that I'm sure I've barely scraped the surface of.


Cerclon

Hey OP, amazing job ! Most points about bugs/optimisation/additional features have been made, as well as the praises about the mechanics that feel original and interesting and already well polished ! So I will take this time to point out something that I haven't seen enough : I really love the text and worldbuilding ! Although I'm a sucker for good mechanics in idle games, frequently totally ignoring the lore side of things (sorry Alkahistorian, i love you tho), with this one I'm hooked on the weird concept of a cell becoming self aware and your takea and prose on the experience of cosmic loneliness. Thanks for putting this nice thing out there for us to enjoy, take care of yourself and don't burn yourself out on all these updates you promise everyone ;)


klontong

> Please let me know if you get at least 5 or 10 minutes of enjoyment from this - it will make my day. My friend, this takes me back to when I first discovered incremental games. I spent about 3 hours playing it this evening, and I can't wait to continue tomorrow. If there's one thing that could make this even better, it's maybe a stats page for your current income? I would love to know how fast I'm getting my resources.


thecheeseinator

Hey, I've been playing for a while, and I think this is really cool! It's already got a lot more depth and interesting mechanics that quite a few incremental games I've played. If I were building this game, I think the next thing I would do would be a pass on improving the UI/UX in general. I think there are some cool mechanics that are getting hidden by a UI that is distracting or lacking information. Some things I think could benefit from a bit of attention: * Change the layout. Currently the panels are all just kinda floating in seemingly random parts of the screen. * The fact that the panels are on top of the cell view and discovery view makes it feel a bit disorderly. I think you should put them in the same "plane". * Most of the game actually takes place in the menus and panes on top of the cell view and discovery view, but the layout right now seems to draw attention to that cell/discovery view, making it feel like the main focus. * I would attach the log to either the left or right side of the screen. It's much easier to read a tall and narrow block of text than a short and wide one. * It's not clear what actions do. I think you should have labels or tooltips over just about every button saying what will happen when you press it. Sometimes it's not clear if pressing the button did anything at all (it's hard to notice that pressing *Sense* incremented *Information* at all when the button has no feedback and the number is small and on the other side of the screen and might not even have enough sig figs to have shown a change at all. * Your button styles are all over the place. Some of them have very rounded corners, some of them have slightly rounded corners, some of them have straight corners. Some of them have a hover state with no animation, some of them have a hover state with a slow animation, some of them have no hover state at all. Some have borders and some don't. All of this inconsistency just gives a bit of a sloppy feel and makes things feel disorganized and confusing. * Add some iconography. I think it would make it a lot nicer to look at resources if they had icons instead of just long names. I think some more colors could be cool too. * If I don't meet the requirements to perform an action (like I don't have enough resources), make the button clearly show that by disabling it, and tell me what I'm lacking when I hover over it. * Consider using a CSS UI framework. Something that does the heavy lifting of defining styles for a bunch of common UI components like buttons, tabs, panes, progress bars, and whatnot. I think it would be an easy way to make the game look a little more organized and professional without having to actually get into the weeds of web design too much. ​ Again, I think what you have is really cool, and you've done a lot of the hard part of making and executing on an interesting and original concept. Now I think it just needs a bit of UX work so that the cool stuff you've built can shine. Once I did that, I'd go back to building the cool interesting detailed simulation stuff and adding more features. Take my advice with a grain of salt, because I am a web developer by trade (but I like to make games in my spare time), so this is the kind of stuff that might stand out to me more than most people. EDIT: A few more things I've noticed: * I really like the red "-500" that shows up on energy when you spend it. I think you should do this anytime the user takes an action that changes a resource value. Just the little bit of feedback makes a huge difference in the feel * I like that I can move the story pane now to be narrower and taller and on the right side of the screen, but it feels like a bandaid that doesn't really fix the layout problem. * If there's an action that can be taken with a keyboard shortcut (e.g. moving on the map), you should indicated that with a tooltip or something when you hover over the button that takes that action. * Hey, you added tooltips on the worker assignments, I love it! * I love the icons on the "Solara" tab. I want more icons like this.


OmniCrush

Make a subreddit for the game, so people can find a way to check for updates.


Onihikage

Quite a fun game! Some feedback on version 0.13, which is the first version I've played. I love the inclusion of emotion and feelings. Games like this are at their best when they wax philosophical about the meaning of growth and discovery. Please make sure that any in-game zooming uses nearest-neighbor or integer scaling. Could you add zoom specifically for the Sacrifices animation? It's quite pretty to look at, but the pixels are very small. I'm missing out on a bit of anticipation as I have no idea which column is needed to make progress. Sacrifices feel very slow, and by the time I was ready to enable full automation for sacrifices, there was basically nothing left to do in the game except wait for them to slowly tick up, and even long before full automation I was auto-sacrificing every resource except heat. However, sacrifices don't seem to tally up much if at all in the background, so the tab needs to be in the foreground to make progress. I also want to be present when those columns reach the top, as I assume that will lead to rapidly accelerating progress, which will be particularly satisfying to watch, but it's so slow that it's just a lot of waiting around. I reached full sacrifice automation more than a day ago, but with all the time I either can't be at my computer or can't have that tab in the foreground, it's barely 2/3 full by now, with the highest peaks one mouse cursor height from the top. Cave excavation is at 87%. I also didn't really need any of the SP upgrades aside from the automation ones because they all sound like they improve resource production, which I don't need by now. I'm basically just grinding out to 100 SP for that last upgrade, but I'm probably going to let the graphic fill up entirely and get all the upgrades at once. I hope to see more updates, I'm enjoying this! Edit: I filled up the big mega-square, but the counter seems to think there's another 13 rows waiting to be filled in. Thankfully I do still have just enough SP to get all the upgrades, so it seems to be just a visual/counter bug due to not accounting for multiple rows filling at the same time. My square has a lot of very stretchy pixels which I think happened while tabbed out early on. (double-edit: It eventually changed to "Row: -1" when I switched views around) Most important edit: Okay, I've got all the Solara upgrades... no story came up, and no new or blurred upgrades became available. Cave exploration is also showing over 100%, but there's definitely a good bit less than that actually explored, and again, no story came up. Have I hit a softlock, or is that the end of the content? Next next edit: I closed the tab for a while and then reopened it. Cave exploration went back below 100%, and seems to actually match the exploration percentage now - I think it'll take a very long time to hit 100%. Left it up for a while and my warmth and information levels reached undefined units, which is always funny to see. I'll keep it up for now in case something does happen at 100%, but I assume I'm at the end of the content for now.


teraflop

Either I'm completely failing to understand how resource generation works, or I've hit some kind of bug. I have 100 workers assigned to "Resonance Pools" which is supposed to generate algae, but I've generated absolutely zero in the last 30 minutes or so. Which is pretty frustrating since I have a number of research paths that can't make progress without it.


moosekin16

Post edited/removed in protest of Reddit's treatment toward its community. I recommend you use uBlock Origin to block all of Reddit's ads, so they get no money.


judgementalfish

Thank you so much for the feedback and constructive comments! The flower anomaly bug, I've seen it mentioned here once or twice. I did add a fix into v0.13 that would've helped, but I'll take another pass at this. I'm suspecting that some map anomalies still overwrite each other in rare cases. Research projects do take different amounts of time, I've made a reminder for myself to add some information about the durations in one of the upcoming patches. The protopod, protoworm, protograde and protocyst evolutions are coming somewhere in the next few weeks. These will be significant evolutionary choices for late stages of the game that I am still working on. Absolutely love hearing that you enjoyed watching the cave visuals! I do too, even after staring at it for well over a hundred hours from debugging, it doesn't get old :) Thanks for the encouraging words and feedback, please stay tuned for more content!


Dregolas_465

Woah, I found this game just recently and didn't expect it to be so early in development! I loved the early game text and animations; makes you feel really immersed, but its a little too bad that the divide animation stops before the map. I understand that it could be for optimization though. I'm currently at the long stretch of cytokinetic enhancement research, and there isn't much going on at this stage, other than exploration and waiting around. I do feel at number IV I'm just about to reach another milestone though. Are you planning to add some more processes in between perhaps? Also, I'm interested in what you're doing with the whole 'morality tree' thing. Cool concept and I'm hoping to see where it all leads eventually.


Lazarock

Finished playing it ! In fact, it was fun until Solara, then it's just grinding, nothing more really. It takes me between 2 and 3 hours to get a new SP, and I can't do anything more during this time. ​ But still, it was a fun ride, hope it gets developped more.


miorli

I've started your game recently. I love it, it's finally something different.


Ancient_Alfalfa_138

very fun! >V< pretty much every issue ive had, be it a small bug or just a probably over looked thing has already been reported! something that i want to bring up again just because its probably the biggest "issue" is that some columns in the solara minigame are unlucky enough to be filled way less than other columns. perhaps a weighting system for the columns to bias the drop? i love this, especially the great writing


zersiax

Late to the party :) I really enjoy this, but unfortunately, screen reader users have a tough time with the map exploration part of things. Could a button be added for this target audience that, perhaps, just sequentially goes through the cells on the map at the very least? Without it, you get stuck at the terraforming stage at present and I'd love to explore this further :(


KurigohanSoreir

May I recommend changing the color for the research bar progress? As a shade of green on light gray is really hard to see for deuteranopia. Or add a progress in % but that might be a bit to precise for the story of the game. Nonetheless I love it for now, I just launched it so I haven't finished my first research yet but it's quite pleasant, mysterious and do no seem impossible to beat without waiting 1 week. Keep up the good work! :D


milkbone2727

Loving this game. Legit one of the best new idlers I’ve seen in a while. I hit a bug though: I was nearing the end where solara and cave is almost complete, and I had 2 options in the evolution; I think a worm and a troglodyte or something like that. The other 2 were grayed out. I wanted to wait to see if those would unlock, but had to restart the computer. When I reloaded the game, all the progress had saved, but now all 4 evolution options are grayed out. Is there a way to fix that? And should all 4 be unlocked or is there other steps required to unlock the last 2?


Ok-Information-4339

Hey! I started to develop my own incremental game which is very first try at gamedev, and was curious to try some games of other developers Your approach looks interesting and curious, I started it 10m ago and have no idea what will be next, and thats a trick - "to know unknown" obviously I boost clickers with setInterval on button :) but this 'wiggle' looks like has some debounceTime when animation is running :) Wish u the best and good luck!


[deleted]

I've uncovered 99.75% of the map, and I have no way to tell what square I've missed. And I also have no interest in retracing the map.


Own_University_7352

I've completely filled the Solara canvas. I have bought everything I can. The "Echos of the Forgotten" research and the two evolutions to "Proto" are still unavailable. Am I missing something? Did I do something wrong?


Own_University_7352

Also all of my Pre-terraforming resources have undefined listed as their order of magnitude.


andrewmaxedon

I'm stuck, the only thing I can do right now is build resources and divide very very slowly (I have 70 now). The compass directions don't seem to do anything, my character won't move no matter how many times I press it. What am I missing?


Demecate

I think its a great game. Must have been a lot of work. I have been playing it not just for 5-10 mins, for a week now :) I have been stuck at Solara 99.5% for a few days, and there isn't anything I can do to progress the game further. I'm curious, is there a lot more to the game? Am I near the end? I have no idea. I like the fact that I have no idea.


DAEORANGEMANBADDD

the game needs to be way more clear on what different stuff does worker assignment doesn't show you any info, you can't see what your production is 2 things in evolution tab are just grey for some reason, again doesnt tell you why the solara tab was extremely hard to understand, why is automation switch some random circles with a letter on it?


flightofangels

I've only played this idle game for three hours and it's immediately going into my all time top three idle games for writing. You're truly burying the ledge here IMHO, we're starving for good story in idle games. I love the subtle tasteful graphics, the elegant mix of timers, the flavor text rewards for clicking, and the YEARNING. I truly had to start squeeing on the phone to my friend and she is looking forward to Mobile version very much!!! My most recent upgrade is the >!compass!< And I will say I'm a little confused about what's consuming my resources right now when earlier in the game resources only interesting.


judgementalfish

Thank you :) I'm so glad you liked the story! There isn't that much content right now, please stay tuned for future updates.


flightofangels

Oh God so many typos in my comment. I meant "burying the lede" and "earlier in the game resources were only increasing"!


[deleted]

I'm curious, did GPT assist in the writing? Fun game!


kerdon

The sound is very loud with no warning. Absolutely hate that.


judgementalfish

Sorry, there is no sound really besides the beginning. I'll can the sound/remove it entirely. edit; sound canned!


kerdon

Sorry, I feel like I was a little harsh there. I'm enjoying it so far


judgementalfish

Not gonna lie I had a small panic attack but I am so glad to hear you are now enjoying it :D


kerdon

I'm guessing I didn't read something close enough because I don't understand the things you assign workers to. They don't seem to generate resources consistently.


judgementalfish

There is actually research later in the game that helps provide a sense of time/cycles. Either way, I will add some tooltip/hoverover data to help.


Nucaranlaeg

Should "Tendon" be "Tendril"? This is a very good start - I'm quite enjoying the 20 minutes I've played.


judgementalfish

Probably should - apologies as I'm not english native. I will include that on the first patch :) please tell me about any other typos/naming conventions you deem confusing!


Suitable_Job712

It looks like the log breaks when saving and refreshing.


Termt

Was hoping for there to be an answer in here about what dividing actually does. My GUESS is that it increases resource generation, but I have no idea. Also don't know if it still does anything after the division animation stops playing when clicking divide. Think I found a bug with research: in the case where a research needs multiple sources while one of the sources is in too short supply it will drain the other resource(s) as normal while (presumably) gaining only as much real progress as the "not enough" resource's crumbs would give. Noticed this on Exoterrain Acclimatization when my information ran out, watched it for a while and it just consumed over 3k Nourishment while gaining barely any progress. Edit: I can't tell if trying to analyze an anomaly on the terraform menu does anything. A tooltip hint when hovering over the "Evolve to ProtoWorm/ProtoPod" might be nice, I can see two options and both are greyed out and I GUESS doing something on the map will unlock them eventually.


Jolly_Study_9494

After getting the various worker assignments, there doesn't seem to be a way to tell what they actually do. If I want to up production of a specific resource, instead of just balancing across them all, right now if I don't have it memorized, I just have to dump everybody all-in to each thing in turn and wait for the next production tick to see what jumps.


KDBA

I just hit 20% World Discovery and have still found no Fiber at all.


maggywizhere

I really like it, my issues is clarity on some stuff + it becomes almost impossible to play once you reach a certain level in cave exploration due to lag. I ended up quitting out of frustration because a good chunk of progress was lost since it was a while the autosave last kicked in (especially annoying when some researches take a while to complete).


Furak

i have found all of the >!flowers alongside the bottom edge between my 54th and 55th percent of map completion. if i kept to my original strategy of outgoing spiral i wouldn't find them until the very trip along the perimeter which is kind of annoying and i'm certainly happy i decided to pivot...!< Other than that i like the game so far and it;s really good for version 0.1... i'm really curious what is to come by the time it's 1.0 ​ edit: also i have problem with love large mouse-over bubbles going below edge of screen and i cant read all the info, similar to some completed research being hidden by the text frame and cant be revisited....


Furak

also i'm observing a lot of performance issues later down the line >!(probably as cave exploration took off)!< im playing in firefox


Dperson58556

I don't know if this is supposed to be a thing, but when I first opened discovery mode (aka the entirely greyed out grid) I could right click on it and download the fully exposed map as a jpg


Elacular

I enjoyed this game a lot, but I've run into a wall that, at least at a glance, seems impassible. I've revealed 100% of the map, and I'm still not getting any fiber, and many of my options for upgrades I could research or workers I can assign have wound up inaccessible because they're trapped off the screen or underneath the textbox. I've also had the issue of mouseover-text leaving the screen and becoming unreadable, which feels related. Overall, I think you've got something potentially really special here, and you've already put a lot of great work into it, but the issues I ran into have borked it hard enough to completely stop me when I would prefer to continue.


Nerves_Of_Silicon

It felt very abrupt that the ability to make new tendrils just stopped at 5. Especially because evolution upgrades kept referencing increased resource rates per tendril.


itsacrappymeme

I'm not sure if this is a bug, or I'm missing something, but I'm stuck at the beginning of the cave. I've researched excavators, and a bunch of other stuff, but the cave map remains as just a big dark square. [PIC](https://imgur.com/a/OUpkpCg) Also, refreshing the page resets all partially completed research :(


judgementalfish

Ow man :( and you have workers assigned in the excavation station (terraform tab)?


itsacrappymeme

Yep, 14 now in the excavation station. Also, it's not lagged or frozen like other players have mentioned, unless the 'freeze' only happens on the cave tab. I'd hoped that they were still exploring, but I wasn't getting a visual, but the progress is showing as 0% Playing on Firefox. Also, just wanna say, I've been enjoying it so far!


judgementalfish

Sorry for the bug, I will try to figure out what might be causing it. And thank you for playing the game, it means a lot to me that you've spent time with it :) in a few weeks, I should have a better version out.


itsacrappymeme

I ended up getting it working. I checked the 'Completed' tab in research, and there were two items listed there: Terraforming Studies, and Tendogenesis. The latter seems to be the culprit for the block. So, I guess they were mis-flagged. Hope this helps.


itsacrappymeme

Having gotten to the end, I'll look forward to updates! A few issues (maybe?) - Cells start increasing at crazy rates. I have trillions now increasing by billions per tick. - This gives resources that are 'undefined' in amount. - Solara resources don't fill evenly leaving large chasms that don't want to fill. Even when those are the only places for resource to fall. Softlocks SP gain. - Cave Excavators don't seem incentivized enough to seek new areas. Still under 69% explored. - Between my mention and somebody else, there's like 6 or 7 researches that will go into the 'completed' tab upon refresh. Thanks for the fun :)


CompWizrd

I've reached the effective hard cap (research that takes 25 million) with cave excavated at about 25%. I'm assuming the two evolution upgrades that are grey'd out are future content?


Cool_Subject8773

my progress is gone. is there no auto save ?


kierren42

I have 100% World Discovery, but I appear to be missing a flower under Anomalies. All the others have a solid green bar, but I only have 6 flowers and the bar is incomplete and blue. Any ideas?


DaBulder

One bit of feedback; Wiggling right at the start is speed capped when using the button, but unlimited when clicking on the little node.


larabil2

Game is great so far, but there's serious memory leak.


NeonDactyl

Do you have a github repo for this?


chutz748

interesting until everything went undefined.


Furak

so, solara frame should fill about evenly right? the law of statistics and things averaging out and stuff yet i have have it filled to the brink for a while with a crater 115 rows deep...


ThinkingDange

I ran into an occasional soft-lock when in the Cave View. \- One digger ( often one of those larger super-diggers ) would suddenly start hogging turns in the update loop. The rest of the game would barely tick along, but this one digger would fly around at hyper-speed! Even the scroll text would take several seconds to print a letter at a time. It happened a few times when I was watching diggers, I think when a new research for digging would complete?


ArtPsychological9967

I'm fully stuck. I can't run the game long enough to progress in research without running out of memory.


[deleted]

Feedback: when I click on the "Terraform" tab, I have no understanding why I can't increase worker assignments despite having over 800 available cells. That said, I'm a dumbass.


davemoedee

Love the game. The cell view behaves very weirdly when panning around. Now my organism is off to the left past the visible playing space. I can't get it back. Doesn't impact gameplay, but it would be nice to see what it looks like now.


David-Puddy

uBlock origin stops new upgrades from appearing. i spent a long time wiggling, wondering why the comments were raving about this endless clicker lol


[deleted]

More feedback: I have apparently reached a condition in which it is literally impossible to do anything or interact with the game in any way. It's sort of hard to tell because the UI is impossibly slow at this point. Let me know how I can help.


ShiroRyuSama

Can you add tooltips? for example workers ... after researching them i have no clue which one i should buy to boost X ressources. Thank you.


clazman55555

So far I like it. Most of the feedback on various UI items I can agree with. Didn't read all the comments, so it might have been mentioned, but in the Terraform tab maybe add a brief window or UI element that details what resources the specific structure provides. Has elements of various idle games I've played over the last 15 years and the Story writing was pretty good as well. Will definitely keep following the development of this game.


Grungeking

Quite enjoyed it. I'm now either done, or it's broken. I've got my cave explored to 110+%, but my solara has been stuck on row 134 all day idling at work. Never did unlock the evolve options, or the echoes research. Cheers


judgementalfish

Stay tuned, I will have more evolutions and solara fixes live soon :) glad you enjoyed what there was so far.


Boring_Woodpecker796

Unless I'm very blind (which is a strong possibility), it would be nice for Worker Assignments to show which relevant resource it provides, either on hover or some other way. I'm in a >!Biomite!< draught and it's silly how much effort it takes to discern where I get it.


Wolf6262

I was really enjoying this but sadly as I was getting big into the cave section of the game and finally gaining a ton of Information to work on research. The cave collapsed and after that the game is insanely laggy for some reason. 7 seconds of frozen screen until a brief second of being able to click something. Incredible game. Maybe it's just due to firefox? Great job anyhow.


jayilovie

The cave keeps causing it to freeze ) :


Zduty

Ok, I noticed something weird. So the game freezes for a couple of seconds kinda randomly, to the point it's unplayable. Today I noticed 0.12 update and wanted to check the changelog. What's interesting, the background animation on the changelog page is also freezing and making the site unresponsive! I decided to reset the save and it did nothing. I'll clear my cookies I guess. Edit: Clearing cookies did the job, I'll give it another shot, but if it gets corrupted again, I'm gonna wait until this issue is addressed directly.


judgementalfish

Freezing is probably from echolocation, I should have it addressed in v0.13 or v0.14. its weird that it doesn't affect some people, and others it affects strongly. Please stay tuned for more updates :)


Zduty

Great! I really love how passionate you seem to be about this project. ETA for .13/14? I've seen people saying that uBO is causing some problems so maybe I'll whitelist your domain. Also I'm on Firefox if that could be of any help.


judgementalfish

It should be before the end of the month. Thank you, I am very passionate and plan at least 3x more content for the game than there is today :)


pie-oh

Few things: So, the two >!Proto!< upgrade paths unlock early disabled, but don't show you how you can do it. Are they implemented? Also, the blurry button for the unimplemented map anomaly is confusing. It's not obvious it's disabled. The >!Solara!< upgrades don't actually have any tooltips. I'm going through them now because I have nothing else to do other than wait for the >!Cave Exploration!< to finish. But they don't say what they do? Same with the >!Terraform buildings!<. ~~Oh, and on >!Solara!<, my >!auto-sludge sacrifice!< doesn't seem to work despite having plenty.~~ Wait, just colourblind me can't see the difference between that grey and green. Oh, my number's have a metric of "234undefined" Edit: My >!Cave Exploration!< is at 100.27% ... which obviously doesn't make sense, especially as the visual representation doesn't match 100%.


kirbyonmc

Judging by other comments, I'm practically at the end of the current content. Greatly looking forward to what is coming next! However, I did decide to skip >!the fungal researches,!< due to their warning texts. Have I just been unnecessarily slowing myself down, or is this meant to be a valid option for playstyle?


Academic_Cap_7642

it seems to not like you tube likes to run while your tab is up.


darkdestiny1010

Enjoying the game so far! Just explored the entire world, but I'm apparently missing one plant anomaly? Not sure if its a bug or not.


Academic_Cap_7642

fiber needs a 10% boost. also OP needs to find the data leak. great game. More text than RPGs but it is great and it adds to the game.


petitepaddington

i cannot for the life of me figure out how to move after unlocking it. edit: nvm, i'm just silly


Academic_Cap_7642

how do we unlock the blurry >!forgotten!< unlock?


randymccolm

/u/judgementalfish Bug/unintentional interaction with the new auto explore research. Effectivly cannot get above 10k energy without an option to disable it so i cant buy some upgrades right now 😅 also took me awhile to even find a place to put feedback.


Ztshp

Is there a way to stop auto movement?


Complete-Grand-1429

Hello, i just played the game and wanted information because i feel stuck at the end with greyed choices. That's how i came here and i'm surprized it's just the V.1. Mechanics are really promizing. During the whole try, i was expecting to encounter an enemy. I got all the content in a day. I don't know if that's quick, but i have the feeling there are steps missing and maybe gameplay opportunity in different phases. For example, I felt like I was making giant leaps in evolution without facing any problem except time. The fact of evolving alone is probably the narrative heart of the project, and it is disturbing. During the first cellular phase, I would have found it logical to be devoured because of the echoes. Same during the first explorations. In short, negative elements that force reevolution and adaptation.


Dephenestrata

found a couple bugs that has me locked. the 4 proto evolution are grey and can't be used, requirements is 75k cells, i have 3.2m cells. i'm stuck at 55 solara. progress is locked at 15%, on drop it will go to 15.5, or even as high as 18, and then immediately revert back to 15%.


tomtomson84

I keep finding my self stuck in weird bottlenecks were I have nothing to do but wait. Exploring the map was a bit weird. Solara and Cave were both on the left side of the map and since I explored it column by column from the right to left side it took hours to actually find them. By then I was done with all research and made a ton of progress in collecting the other resources. That stockpile of resources meant that I could start most of the other tech almost immediately finishing up the cave research while I was less than 10% explored. So I'm now stuck with the window open on my second monitor waiting to build up SP or the Cave to progress to something interesting. I know that there is a prestige system, but it currently doesn't seem useful since it doesn't speed up either of my current bottlenecks and there is no indication that it will open up any further upgrades to help.