Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

bugcat

54
Posts
3
Topics
5
Following
A member registered Nov 23, 2017

Recent community posts

the belt is too slow, the 3 miner at the bottom can't push the ores to the belt and the 3 refiner above can't take any ores.

Thanks for the fun game. I love action queue management. Here is some though I have when I play the game:

1. In my opinion, the action queue could have a textbox that the player can modify. When a new day begin, the game should be able to read the textbox just like it read the keyboard input. It is easier to control the game.

2. Currently, the game control description are in two different info pages and the comment setion. New players are confuse because we don't have simple list like this:

[Arrow keys]: Move/Dig

[G/H/F/B] : give NPC gift Gold/Heart/Fish/Bird

[space]: Interaction with the block you are standing on

[backspace]: delete action from queue


In my opinion, this list would be much more valuable then a offical walkthough

bug report:

If the research cost plus the current resource amount is larger than the resource limit, the resource production would stop during the research.

The research cost should be part of the current resource amount. It should not contubue the contribute to the limit calculation.

Bug report:

1. At the begining screen. The char set are missing. I don't know what are the second and third option.

2. Clicking the third option would freeze the game

Thanks for the fun game. I finsh it in 52.07 min. Here are some thought and bug I have in the game:

I don't see a reason to buy anything but warriors related troops/upgrate because:

1. every troops has its own damage/income upgrate. If we buy mutiple types of troops. We would have to spend more for the same thing.

2. There is no explaination on what mana pool and posion do. And without knowing what it does, mana income is just too active and low.

3. Thieves income are nice with full Fast Hand upgrade. Mutiple Shot upgrate of Elves is very good consider it double the damage. but they cost a lot than warriors. By the time I can get them, warriors are already having lots of upgreates and doing very well.


Bug report: after the dialogue with the king, I can't make the last hit to the drogn either. The issue dispaired after I write this post(about 15min-ish?)

(1 edit)

Thanks for the fun game! here are some thought I have when I play the game:

1. The tutorial didn't expain this is a turn-based game at the begining. In addition, the "next turn" button is so perfect for "tutorial next page". I only understand how this game actually work when I am reading  tutorial part 3.

2. The resource collection animation is slow, and it would get slower as the animation process. It is a pain if you have more than a hundred of resource. In the late game when I have 1000+ square to collect, I can only go to next turn and let the animations kepp flooding on my screen.

(3 edits)

Some people might perceive the game as ai slop not because of its UI, but because of how many design decisions appear unfinished or inconsistent. Here are a few examples that illustrate this:

  1. Mega-Party costs significantly more than Care and Cleaning combined, yet their effects are nearly identical. It feels like the feature was added because a product manager asked for a shop system, but no clear decisions were made about what the items should actually do—and the developer or the AI(if exist) didn’t push back or ask for those decisions either.

  2. Buying supplies is located within the Management screen, while hiring Room Service is placed in its own separate screen. On top of that, supply costs scale upward like a hiring mechanic rather than a purchasing mechanic. It gives the impression that the PM requested a management system and a room-service system, but didn’t define their behaviors clearly—and again, the developer or the AI(if exist) didn’t request clarification.

  3. The UI itself isn’t bad, but many elements overlap or crowd each other. These problems are extremely simple to fix—often just a matter of adjusting a few numbers or changing spacing. Even as a backend developer, I could correct many of these issues quickly. It makes it seem like no one—neither the PM nor the developer or the AI(if exist)—took the time to think through the layout or visually verify the results.

Before:


After:



btw, Bug report:

The Income / Net display currently shows a fixed value, but the actual income fluctuates every update. Since the net value is already calculated inside update(), the UI should reuse that calculation instead of relying on a static number.

This matters because the displayed income is misleading. When inspecting the code, the actual income is being divided by 60 in game.js (line 178), which has no apparent justification. As a result, the Income/Net display is incorrect even before taking the mood modifier into account.

Once you realize this is vibe coding thing, you know they would never be able to make the online payment working as it should.

Yes. The only correct way to "play" this game is to "buy" tons of credits without actually paying anything. After level your tower, you can even turn on the buggy speed button.

Enjoy the unlimit credit card similator.

I don't think you fixed the reward. I saw the game today and never loaded the old version. The first run failed at the wave 5 boss with x7 HP, got 300+ credit. The fifth run I manage to beat the boss and failed at wave 6, got only 150 credit.

(1 edit)

All the factors you mentioned are already functional in the normal game loop. From a feasibility standpoint, these systems could be extracted into helper methods and invoked by the scheduler heap.
That said, I understand your concern. The scheduler would exist solely for offline progress and could be tricky to maintain.

In other idle games, I’ve seen three approaches to handle offline progress:

1. When the game is online, we can use circular array to log and calculate the avg income in the lase ten minute. This process should be reset at anytime any resouce income is negative. For offline progess, we can have (highest avg income * offline time). This is not prefect but much better than nothing.

2. If the game doesn’t rely on async processes, it’s possible to separate animation from game logic. By disabling animation updates, the core business logic could run at thousands of ticks per second. In practice, spending one real minute to simulate several offline hours is generally acceptable to players

3. Make offline progresses a consumable reasource. Consuming x OfflineSeconds could temporarily speed up the game by (x+1)*100% for one second. This makes offline time a meaningful and controllable resource, while still fitting the game’s design constraints.