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crentin

39
Posts
A member registered Mar 04, 2022

Recent community posts

Might want to change the description on Generational Humor I think the name is? I would not say 2.0x -> 2.1x is a great improvement. It is NICE yes, but it takes over 14 upgrades to just DOUBLE the total effect.

I see the issue. As far as I can remember, I never found a button on the left side to switch back. It is possible I just missed it though. I can now see it and can switch back. Don't know if it is the update, or if it was just reloading the game that fixed it. Thank you for the response!

I think it breaks if you choose anything other than training hall for your first gift purchase... I can't go back and buy stuff the normal way, it only seems to have gift purchase icons now. And since it is not autobuying Meowruto....

Decent start to a game.

Add some more upgrades to each dongeon, particularly if they are different for each dongeon, and increase the speed which the camera moves at and you should have a pretty decent incremental here.

For some reason, after I prestiged the first time, the auto-reset price jumped to 9.99k flags, meaning I would need to manually reset 3.33k times...

I got back up to 13 sweepers, 8 flaggers, and 2 retrievers, and have mine sales unlocked, but I can't sell mines or buy military to increase my flags further. Essentially I am bricked.

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I found a typo, in the second challenge it calls for a '1 Faceted Cycle" when it actually wants "1 Fragmented Cycle". Almost did not complete the challenge because I could not find a 'faceted' cycle and thought it would show up later.


Edit: Just finished and I think the Trial is slightly broken as well... It is currently costing normal cycles to buy broken cycles, while the Trial description says it is supposed to cost HYPERcycles while in the trial.

Also, having 10 swords PROBABLY shouldn't be much better than having 2:D Should probably be more weapon/armor QUALITY rather than QUANTITY:D

There REALLY needs to be a way to craft more than one higher tier resource at a time. Having to click 40,000 times for a single upgrade is more than a little silly.

Whether that is a slightly more expensive recipe (say, 200 resource tier 1 for 10 resource tier two for example) Or an upgrade that increases the amount converted (something like a hammer that acts a multiplier for crafting the way axes/picks work for wood/ore) Tier 3 is just absurd at the moment even with an auto clicker.

Yeah, I think my next attempt (immediately after that comment) it went as I assume was intended with stronger and stronger enemies coming as time went on... I think I lasted for about 3-4 minutes after the mage type showed up? Decent game! Though I would not consider it a clicker:D

Not much you can do when it starts with a pair of mummies and 1 or 2 spinning shells:D Not just hard, but impossible from the mechanics have found...

Two issues: One, if you are given options they should make at least a SMALL difference in the ending, even if it just changes the order of things.

This leads into two: If you choose to ignore the portal, the ending STILL says that you try to fight the horror and fail, but there is no mention of WHAT horror, as it never INTRODUCES the eldritch horror if you don't choose to enter the portal.

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Not sure why, but all mycellium growth bonuses stopped working sometime after buying the auto-upgrader in gold... I have x7.37e6 growth bonus JUST from the first fire upgrade, but I am getting 41.92 growth/sec.

edit: Seems to start working after doing a gold reset... not sure what happened.

Edit 2: Seems to have an issue when buying the fire upgrade for 14 mycellium levels, and then it becomes much worse when you buy the 16 level cost upgrade. Does not seem to fix itself until you do a gold reset after that.

Final Edit for now: If you can get enough size to buy another Mycellium level it also begins working again. With no bonuses that can be pretty tough though.

The x4 upgrades after the warp only give x2. The PRICE gets x4, but, actual points per click after second upgrade were 94, then 188, then 376.

Just loaded the game again without changing anything and it works... No idea if anything server/actual client side changed, but I didn't even clear a cache file or anything.

Couple suggestions:

1. More expensive weapons should be upgrades. Right now energy weapon CAN'T do as much damage as shotgun, even though it costs twice as much.

2. Gets a bit laggy when killing multiple flowers at once. Might want to add drops that are worth more so you are not spawning over 50 coins per flower. Like a coin purse that is worth 10/25/50 coins for example.

Had almost the same issue. I see a background and a name with the upgrades instead of black, but no plant and tapping does nothing.

Got a couple errors in the log:

Access to fetch at 'https://static.itch.io/game.css?1672690517' from origin 'https://falkreon.itch.io' has been blocked by CORS policy: No 'Access-Control-Allow-Origin' header is present on the requested resource. If an opaque response serves your needs, set the request's mode to 'no-cors' to fetch the resource with CORS disabled.

And a second one for /redactor.css


Along with a couple errors that cascaded from being unable to fetch those resources.

Finally, not sure if these are linked to the first error, but:

Uncaught TypeError: Cannot use 'in' operator to search for 'unlocks' in undefined

    at load (index.html:423:22)

    at tick (index.html:454:5)

    at frame (index.html:478:6)

adventure.js:152 Uncaught TypeError: Cannot read properties of undefined (reading 'attack_cooldown')

    at attack (adventure.js:152:18)

    at HTMLCanvasElement.onclick (index.html:225:155)

adventure.js:229 Uncaught TypeError: Cannot read properties of undefined (reading 'upgrade_levels')

    at upgrade_adventure (adventure.js:229:21)

    at HTMLDivElement.onclick (index.html:1:1)

adventure.js:152 Uncaught TypeError: Cannot read properties of undefined (reading 'attack_cooldown')

    at attack (adventure.js:152:18)

    at HTMLCanvasElement.onclick (index.html:225:155)

Two pieces of advice:

1. Make the play area two-three times the size, and increase projectile speed by about 3/4 (1.75-2.5 times) as much to partially account for the difference. First boss, if you were above/below it, you were hit at about the same time as you could register the shot had been fired. So more space to see it/dodge it, but more speed to not reduce it's danger TOO much.

2. For the third boss give SOME indication of where the beam is going to be. Twice I was killed while moving because the beam formed centered on my position.

I would recommend a feature to allow the game to auto-start another round. It can be walled off (auto-start gray is purchased with green etc.) but it requires a bit to much hovering over the game as it currently stands. 

If there is not more interaction on a regular basis, there SHOULD be a way to further automate it, even if there is a delay that makes paying attention and manually starting waves more profitable. Say, a 30/60 second delay before starting another wave once you have purchased an auto-start upgrade..

It feels 'clunky' when the idea is to start it up over and over again to progress, and there is not much to do on a normal run but you have to almost stare at the screen anyways to restart it each time.

2x multiplier does not appear to be working properly... I am getting 136 cash per bull's eye, or 68 cash per normal hit even with EVERYTHING maxed out. Since you should be getting at least 50 just from the cash upgrades....

My speed must have been too low... Had over 60 reaction and 95 skill and it seemed to still be moving to the CURRENT position instead of the future position...

What does skill actually do? It seems to make it go towards the ball early, even if that puts it out of position, where it seems like it SHOULD make it better at predicting where the ball WILL go.

2 suggestions:

1. Make a slight delay between earning an upgrade and selecting an upgrade, twice I got the upgrade from clicking to shoot before I even knew I got one.


2. Add slightly more space you can see, the big slimes show up WAY to fast to do anything about unless you are on the far side of the screen or are right in the middle when they show up.

Honestly, when I saw the red pentagram for dogs I was SURE it was going to summon cats:D

Yeah, once you get enough peas to start EARNING money by buying items, it snowballs FAST:D I think I was getting a couple hundred dollars everytime I bought an item:D

And it gets LOUD when you are firing 50-100 homing shots per second with ricochet and a couple dozen pierce:D

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I don't even need to move for the Reapers anymore... Tomatoes are hitting me for 30, but I heal back to full instantly:D


Might want to cap Chocolate coin income per room or something... I can get several hundred dollars per second standing in pepper flame pools, and with oven mitts and health recovery bonuses I maintain my health:D

For some reason, after hitting around 180-200 max health, it started dropping to about a 3/4 max whenever I get an upgrade as well.


Edit: 2 bosses later and it died in 4.22s by just pushing it back to the wall with rapid fire shotgun:D

Don't think the potion healing upgrade works. Got 3 of them, and after using a potion my health went from 26/30 -> 28/30.

Only issue I saw was that the speed dice ONLY slows you down. Out of about 15 speed dice I rolled, ONE sped up my rate of fire, the other ~14 slowed it down.

50+ Cthulu bosses at once? Yeah I would call that chaotic:D

Running into 2 golems on side 2 is just not fair... lol

Aura is INSANE if you buff it up... and the game most DEFINITELY does not want to to reach 20 minutes:D

Kinda figured once I actually wrote down data points:D Also noticed bleed is not nearly as ridiculous against splitter boss now.

Only problems I see at this point are:

The lag that starts to show up after wave 60-70 that gets to the point where I hit 'give up' rather than deal with it (at wave 95 I was getting about 1 frame every second and a half...) 

And the ascended appraisal is freaking OP. Seems like it would be a bit more balanced if it was a single free re-roll per wave, so that it does not let you tailor make your build afterwards, just gives you an extra opportunity in case the choices try to screw you over:D

Attack speed/tome bug is definitely fixed. Thanks for the game:)

I can't say there ISN'T another factor, but every time I have had 2+ tomes (I have tested up to 5 now) the common speed boost has done nothing, and every time I tested 0-1 tome it increased the speed.

Ok, I just tested time for attacks for 0 and 1 tome, 0-3 upgrades, time for 10 shots, upgrades are 15% attack speed:

                           Time           % of Base

No upgrades: 14.18s          100

0 Tomes: 

1 Upgrade:      12.11s           85.4

2 Upgrades:   10.22s           72.1

3 Upgrades:   8.72s             61.5


1 Tome:

1 Upgrade:      13.03s           91.9

2 Upgrades:   12.30s           86.7

3 Upgrades:   11.14s            78.6


So it looks like instead of increasing the effect by 50%, the tome is DECREASING the attack speed bonus by 50%. So once I get 2 tomes, it is decreasing the effect by 100%, or no effect at all.

Just for further clarification, the 0 tome 1 upgrade had an additional card as my rare, and 1 common damage upgrade then  1 attack speed upgrade. The 1 tome 1 upgrade value was a tome as my rare, and the common attack speed boost as my only other upgrade.

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Quick update: As of 2.4 the attack speed/rare tome bug still appears to be in effect (timed them, I got 11 shots off in 15.84 seconds with 3-way staff and no speed upgrades, 15.63 with 1 upgrade, and 15.62 seconds with 2 upgrades) Was just using a stop watch so the differences are likely due to my reaction time.

Also, have not fought it today, but bleed was REALLY OP on the splitting boss yesterday, as the bleed was inherited when it split. After the first split I was usually beating the boss in about 5-10 seconds when I had Bleeding. Seems like the bleed should at LEAST be divided among them if not reset completely upon splitting.

(1 edit)

Yeah, the first time I actually tested it (at first I didn't notice) I had ~1.5s/attack. After 5 common upgrades with 3 tomes I still had ~1.5s/attack. It should have been 37.5% faster for each at that point, which should have dropped it to about 0.14s/attack. And as soon as I got the uncommon one it went to ~1.1s/attack

Edit: Just to confirm for you, the 2.3 patch does not appear to have changed this bug. 0-1 tome still operates as it should, 2+ tomes cause common attack speed upgrades to have no effect, uncommon versions still work properly.

I did not expect it to have changed, just thought I should let you know after the patch as I am aware of how strangely code can behave sometimes...

I do not know the cause, but if you have two or more stacks of the tome upgrade (common upgrades are 50% stronger) then common attack speed upgrades no longer have any effect. 

Uncommon upgrades still work, and previously added common upgrades will work, but no new common attack speed upgrades have an effect.

I have tested it with normal and triple shot staves, and with 0-4 tome upgrades, and with 2, 3, or 4 tomes this bug is present with either staff.