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Well, this is another irony.  I'm still in Stage 4, but I'm now late zone 4.  I've been doing EVERY map on challenge assault just to see if I can do this without any upgrades....   And I got all the way to The Un-World before I found a map that I genuinely could not figure out how to beat in the time required.  (it also did not help that the way its designed with the narrow halls means that portions of the map were just spent turtling.)   The main reason I ran out of time is due to that Screaming node in the exact center of the map.  There were eight, EIGHT hexes left undiscovered on that map.  I cannot believe how close I was.  The problem is one of those hid a shield tower preventing me from even hoping to accomplish this.

are you making liberal use of artillery cannons? a quantity of them can replace a single defense node

when i played it out, i think i was running low on time when i fought my way into the core

Could someone tell me how to speed up making the further colors/Quintessence so I can make more Pristine Light? Right now I can only make about 1K Quintessence at a time, and to purify/build more structures, I need several hundred thousand, which seems like it's a LOOOONG way off. I got lucky and managed to get about 1B of Vermillion, Fuschia, and Jade, and I've got about 122M of the next tier. I'm trying to fill those as much as I can to maximize Quintessence.

I get a black screen after the intro animation. Nothing i can do will get rid of it

(specs for bug fix: windows 11 firefox)

Thank you for reporting it. I will look into it!

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Something I think could be helpful in the Void stage, it would be nice to be able to see how many of each structure you have on the map and where they are. I'm one of those kinds of people who needs to have everything even and equal and on the same level (same reason I've never been able to finish a Pokemon game), so it would be helpful to find each of the structure types on the map, and/or show on the purchase menu how many of each structure you've purchased.


*Edit: Oh, never mind about listing how many you have! I scrolled down on the menu and it does show the count for each structure! Now I just need to figure out how I miscounted on my own end.*

anyoneI think I've found... welll not exactly a soflock, but basically a portion of the game I can't interact with.   I'm to the fractured void and have awakened the void, gotten the quintessence generator, and started MAD stabilizing/reclaiming area from the void.

This has done 2 major things:
It has unlocked blueprints that I can build stuff on stabilized zones
Updated the Void Hunt minigame and altered its shop.

In both of these, these pop out into its own separate screen...   Which as far as I can tell, cannot be interacted with outside a mouse wheel.  MY MOUSE DOES NOT HAVE A MOUSE WHEEL!   

Meaning I'm locked to the first 3 upgrades in the new Void hunt page (-capture time, + exposure tolerance, & +attraction speed.)
I'm also locked out of building anything besides the first 4 buildings in the fractured void.  (Production Nexus, Efficiency Nexus, Red Well Amp, & Yellow Well Amp).

Does anyone know how to via keyboard commands access the rest of these menus?   I really want to build the .1% light gen/sec one (if I can make enough pristine light for it) but cannot navigate to it in the menus.  If there really is no way to do so I'd appreciate the dev make this possible in some form or fashion, I know its not exactly 'normal' to not have a mouse wheel.

are you in the latest version? Update 1.9.1 added the ability to scroll by dragging the slider on the side of the menu!

Yosh~   I just reloaded (since apparently it updated like overnight) and it works, HUZZAH!   I find it interesting that a game that has been updated this much just now got this implemented.  Yippee!

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Actually correction on that, it works for the buildings in the fractured void, it does NOT work for the void hunt upgrade menu atm.  (At least on my end.)  In fact it seems to be essentially the only screen it isn't working on right now.  Even the codex and prestige screens are working right...  And unfortunately it looks like the update reset my 'starting' void particle gain to base 10 when I was at 35 (IE 35k null storage) making void hunts far less enticing to do.

You can just hold and push up to go down?

Up and down on the arrow keys do not work on the void hunt store page.  I've tested this extensively.   All the other pages now work, but the void hunt page still doesn't work with it.  

Can you add a game save so people can play on the same state of their account? Maybe use a itch.io login or acc p

What determines how many mastery shards you get? Is it based on time? Or is it a set amount for each level?

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I am crashing out over the pollen nebula level in the RTS section. This is the worst turret babysitting simulator that I've been subjected to in a long time. Being expected to know a level before you even enter the level coupled with the terrible vine mechanic and how painful the UX generally is, for a real awful time.


As for some faint praise, at least the fractured void is reasonable to clear if you know where the 3 last star constellations are.

really liking the RTS Section (stage 4 i think?), wanting to know if there are any other games ppl might know of like it

It was inspired by Creeper World 3. I truly enjoyed that game 😊

How many blueprints are there overall in the Fractured Void?

This is weird... after doing the first prestige to gain my first light... I can no longer get back to the production page.  the production page just ends up showing a blank starscape.  No color vials present.

did you produce any resources jic?  that is a screwed up issue

I figured out my issue later it was that it didn't auto-center the screen on the RBY vials after each convergence.  I'm currently at the start of the fractured veil now.  This is a surprisingly deep idel game.

What is the level you have to do to get speedrunner? been trying the ashen realm but i can never get sub 2:10 cuz of the 30 sec capture time.

yyyyeaaaahhhh... and that one looks to be the smallest...

Stage 4 FINALLY got upgrades and is now somewhat playable for those who hate the RTS section

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Stage 3 map for anyone who is struggling, you might take 5x or 10x more time if you just randomly wanders around like I am...

spoiler ahead 







trying not to built too many structure so it looks more like the original map.

(white symbols are structures which doesn't exist unless you built them)

 

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Well I'm just on the first screen with the color combining stuff, and this is pretty neat as idle games go! I'm a pretty easy mark when it comes to these tbh lol


The thing that would really put this over the top for me personally would probably be being able to move the different nodes around and connect them myself, and being able to visually see the resources being sent between each node. Very few idle games do this, but making what amounts to an interactive screen saver is really just absolute catnip for me! The only idle game I've found that actually does that is probably Factoryidle though so I'm not saying this is a huge exclusion or anything. Plus it would probably be extremely difficult to implement given how static the game is at the moment!

como mierda se llega a la siguiente etapa? tengo que cruzar todos los niveles del rts? porque ando estancado en esa mierda por putos meses y es imposible de terminar, si es asi, pues quizas venga siendo hora de que me desinstale el juego, ando considerando hasta poner una reseña negativa en steam, porque el juego es simplemente imposible, especialmente porque hay bloqueos constantes de perdida de energia de forma incomprensible en niveles mas avanzados de eso donde no se de donde se drena tanta energia, porque las torres de base no parecian drenar tanto en niveles anteriores, por lo que solo puedo suponer que es de alguna torre enemiga lejana que es invisible que solo bloquea el uso de nada en el nivel y que simplemente imposibilita pasar ningun maldito nivel cuando se estan en los 2 penultimos realms luego de pasar el infierno de otros realms pasados que te bloquean el acceso al ultimo realm para pasar al siguiente stage, no se que clase de trampa hacen otros jugadores o si ya hay algun tutorial que no logro encontrar por mas que busque en internet, de como pasar esos niveles de forma perfecta en ese tiempo super ajustado de mierda, pero eso, la verdad, una vez se llega al rts, uno deberia considerar que acabo el juego, porque desde ahi el juego ya no es divertido, ya ni dan ganas de jugarlo y casi que la unica razon por la que lo juego es la frustracion de no haberlo podido acabar y que siempre parece que llega una actualizacion de etapas posteriores que jamas lograre alcanzar, porque la dificultad de un idle de algun modo es prohibitivamente imposible porque se le ocurrio al creador meter un minijuego de rts en un idle

for some reason the constellations don't show up or they show up somewhere offset. The interaction points are still there so I can use them, but I can't see it.

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like the person below me pointed out, the realms section of this game is genuine mental torture. i'm on the east realm as i'm writing this, and the shield and screamer nodes make it fully unplayable. i try to expand, then i see a screamer node. so i think to myself, okay, i'll just destroy it, except it's defended by a shield node somewhere i can't see. so now i have to pick between spending 15 minutes whittling this shielded screamer node down, or trying (and fully failing) to expand to the point i can see the shield node. there are times when it feels 100% impossible to find the shield node due to the screamer nodes making exploration impossible. even now, knowing where a screamer node is in a level, i can't manage to get to it without it being extremely unfun and frustrating. also, the pylons feel very buggy, i don't feel like the game explains properly that sometimes you need a pylon RIGHT next to a stabilizer for it to expand, and other times it's okay if the pylon is 2 hexes away from the stabilizer. 
my suggestions are: 

-make shield nodes weaker (instead of them making other nodes 10x harder to break, make it 4x or 5x at most)

-add a visual indicator or on-screen explanation for why a stabilizer is only purifying a hex up to "neutral" and refuses to go any higher, or a specific range for pylons (it looks like they have 2 different ranges, the range where they allow power to be channeled into your nodes, and the range where they allow stabilizers to fully purify new nodes)

sorry for the long message and potentially harsh criticism, but i've genuinely gotten incredibly frustrated with the lack of clarity and what feels like straight up untested and unfair gameplay, as i've otherwise had a great time playing this game

I think the worst part is most of the time, the developer specifically put the shield node behind the screamer node which forces you to take the screamer first, and if it combine with any others such as the unwind or root, it's just not fun anymore...

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The Realms section needs some serious tuning. It's needlessly grindy (even for a grindy idle game) and prone to getting gut punched by bad rng. There's nothing fun about spending 50 minutes slogging thru a level to get blocked from the last node by terrain you can do nothing about. 

Sheild and Screamer nodes need to be dialed back, if not in potency than at least in frequency, they're way too common. I finished 4 realms out of 8 and I can't make myself bother with the other 4. Seriously unfun.

How tf do you use the override codes? I use the code for the stronghold with the same name and all I get is "code inject failed: unknown code sequence or no active target" no matter what code I use or where I use it. 

I haven't accepted the reports, maybe I conquered it the "wrong" way of the 3 options.

You have to first open up the report for any stronghold, but NOT choose any of the three default options. 

It's only when the report is open, that the [Creator Override Console] will accept the corresponding override code. 

This will unlock the secret 4th option. Hope this helps.

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stage 5 is almost completely unplayable compared to the rest of the game. constant soft locking, impossible to win scenarios if you aren't exactly perfect. not to mention its a complete time sink in an active way in an idle game where you cant even use your built economy to help. other than that, it has a decent story and very cool starting concept of colors as fundamental forces underlying creation.

Enjoying the game, but encountered the NaN bug in the terminal view, when checking out the code, it seems (in the minified code atleast) there are 2 issues occurring.

  1. You are going `this.system.encryptionMax[e]` (e is the minfied variable name so it'll probably be different for you), where `encryptionMax` is set to `5e4`, so 50000, while looking at other pieces of code and the save file, the value looks like it should be `5e6` (so 5000000)
  2. the value of `e` when calling `a = this.system.encryptionMax[e]`, is set to the realm name (so a simple example is `ashen`), while the `this.system.encryptionMax` object has only the following keys `[
        "production",     "upgrade",     "starchart",     "void",     "realms" ]` so it'll return undefined, and when the next calculation you do is `n = 1 - Math.max(0, r) / a`, which always becomes `NaN`. 

Saying all this, it appears to just be a visual bug, as the actual variable used for the decryption value `player.terminalEncryption[e]` is still being updated, so it just means that the user won't realise they are still decrypting.

Hope this helps

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Any chance for touch controls? or a android port?

alguien me dice el codigo trampa o la mierda que haya hecho para llegar a la quinta etapa ya quetemporal realm se bloquea en paradox engine y fractal realm en the sierpinski pyramid? no me creo que alguien llegue a la quinta etapa sin trampas, es imposible avanzar

This game seemed interesting but kills my browser performance on laptop, especially on the star chart, even on the lowest visuals. There isn't even anything happening, so I don't know what's making it take so much processing power that I can barely click on a button.

I was having a lot of fun with this, but I appear to have soft-locked myself out of this game :(

There is no explanation of compression or how it works. After I completed my second constellation and unlocked Automation (I don't know which was the activating event) the buttons suddenly became available to me. I clicked on x100, not knowing what it did. Now my production is so slow that it will be impossible for me to ever reach convergence. With all of my 205 pips assigned, I max out at only manage to make 0.02 /s for orange, purple, and green. And I am locked with this compression setting until my next convergence, but it is now impossible for me to reach it.

I really wish there had been some kind of explanation for what compression does. I still don't even know what the point of it is except that it locked me out of playing the game :(

I also wish there was a way to restart a run without reaching convergence. As it stands, I can't keep playing the game even though I want to

I got a similar issue, but i got inside x10 instead, lucky for me, i was able to complete it, i had to spend 10k null essence 4 times at x10 speed to get to 1000 white, i had nearly all my pips on primary, then, around 30 on orange, green, purple, 3 on amber, magenta, cyan, and only 1 on white, that it was draining a bit more than double than it got, the rest where mostly even, and i was producing 1 white per second of course, or that i would say if production was even, but as i mentioned, it was not, so you know, i spend nearly a day to complete it.

I did the same thing, had to hard reset. I don't think the compression is suppose to be there until you unlock it on the star chart's right side menu. It tells you what it does there, when it shows up.

The unlock is called "Essence Condensation". It's decription is "Unlocks Essence Compresion. Dense essence is worth 10x more during Convergence but fills tanks 10x slower." The 100x is a separate unlock.

Does anybody have a strategy to finish the Silent Realm -> The Final Silence map? I've tried a lot, but I always need more time, like 15 minutes more.

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All the star charts that I've completed seem invisible. I've tried the game on both browsers and it's extremely hard to tell prices for stuff especially now that I've made it to Constellations like The Jade Expanse. Does anyone know how to resolve this? 

Also yes I am playing on the latest version 1.7.1

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Looking at the star chart drops my frame rate to about 2/s in Firefox.

Would you be interested in doing an interview for my YouTube channel segment focusing on Itch.io devs? 

fun game :)

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Verdant Tomb causes frequent softlocks due to being unable to destroy vines, despite going through the levels quickly. Either make Resonators able to destroy vines, or allow them to take out the enemy Nexus. I've been having fun with the game for the most part, but I don't think I can go much farther until this is fixed.
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cuando eso pasa debes usar la torre de larga distancia, y cruzar los dedos porque alguna casilla de ahí dentro se ponga amarilla con suerte para empezar a poner torres

si esto te bloquea el seguir jugando, lloraras cuando llegues a los disruptores psionicos, pues esas cosas molestan mucho o esas torres de cuadrado que al destruirlos liberan mas torres rojas

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I've been loving the game - a really great incremental (and I have played a lot of incremental)! I do like that the game unfolds layers as you go, and I love it when an incremental game does that. I also appreciate that you have a meaningful prestige system... which turns into a basic and automated mechanic later on.

I was even enjoying that Stage 5 (which a lot of folk don't seem to like), and I like that it was not just a complete cakewalk...
...but it seems like it can be a bit too challenging at times, and that there are unwinnable scenarios that can happen - or if there's a mechanic to win, it's not clear.

I'm currently stuck on The Screaming Maw; on other maps if you revealed too much of the map it could increase the challenge because more things would infect your stuff - but on The Screaming Maw, I seem to repeatedly get soft-locked because constant pys-screams from multiple different screamers. And they all seem to have the crystalline-super-defense on them, even if they aren't anywhere near a crystal, making it a real slog to shoot them down.

I suspect that some folk aren't articulating their issues with Stage 5 all that well - but I think a part of it might be that it feels like it's disconnected from the main idle game, and that it is a bit of a bait-and-switch. For example, Stage 5 can require a lot of focus and precision timing... which is kind of the opposite of the idle game folk had been playing up until that point. So I think that's part of the grievance that folk have.

As for my greviences with Stage 5 - well - I have some usability suggestions that I think will help without taking anything away for those that like it how it is. First off - being able to destroy and build while paused would help *a lot* (presumably, a built thing would just be stuck at 0% until unpaused). It would mean that folk like myself who have hand problems and/or limited dexterity could still play this part of the game. And it doesn't hurt people who want to play without pausing - they can still do that.

My other thought is that maybe Stage 5 doesn't have to be fully disconnected from the main game? I think folk may like being able to leverage their idle economy and that'd help connect Stage 5 to the first four stages.
For example - perhaps I can spend a few million Pristine Light to give me some sort of edge or advantage in the realm-fight-RTS - and using these advantages would be entirely optional.
Perhaps some of the impassible terrain could be destroyed with a Pristine Light Bomb, to open up more options and routes to victory.  Maybe I could super-charge a Pylon to extend it's range, or perhaps I could power-up a pylon to also destroy dissonance - etc, etc.
You can even make it clear that it's an optional extra that isn't necessary and only for folk who want more options in the RTS; heck - feel free to have an achievement for clearing the post-clear simulations without using these reinforcement options.
I think that'd help folk that are frustrated with the difficulty, folk who have accessibility needs, and folk that wanted more of an idle game.
If someone wants to blow 100 million light on a level because they want to steam-roll it because that feels more idle-game like? Let them.
There's no pleasing everyone, but, adding options - even calling them 'idler options' or 'accessibility options' at least let folk who are invested actually see your game through.

I hope my thoughts are helpful.
Keep up the good work!

My Quintessance is negative 3 million and I can't fix it :(

Could someone explain the assault rules? I can't even seem to win the first one, since I can't figure out how to actually advance/

I'm stuck on that too, I think it has something to do with those long range weapon things

The achievements are so glitchy, I should have far more unlocked

The fact that Stage 4 is still a slow grueling mess of gameplay after 3 months is really disheartening. Nerfing screaming and root nodes doesn't change the overall issue of the RTS charm losing its appeal after your first run through of the new enemy towers.

Close second is the fact that there are still massive 'end of content time walls' scattered throughout the game for no reason at this point (I should not have to wait several hours with null essence enabled to even unlock stuff with pristine light)

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The issue can be briefly described as:
NOT ENOUGH UPGRADES

Theres quite too much time spent on periods between old upgrade purchased and new upgrade appearing. The void building is too inconsequencial to be considered a proper upgrade.

the section ridden with this problem the most is the early void with most player reaching in the dark and the early realms.

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no olvides que la parte RTS sigue siendo una porqueria, ya que en los niveles avanzados, es simplemente injusto, no importa cuanto mas puedes progresar porque hizo que haya mas tiempo para superar el nivel, deberia simplemente quitar el limite de tiempo porque, en niveles avanzados, es casi imposible avanzar sin explorar todo el mapa para tratar de llegar del punto A al punto B y no se puede con las 400 torres enemigas puestas cerca del inicio, dificultanto la ganancia de luz, mientras tambien te tengas que preocupar por un limite de tiempo que no te deja avanzar mucho mas

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Wow, you are right, it is frigging horrible.
I grew up playing flash games and real RTS like RA2 and stuff and this RTS session is one of the most unintitive thing ever.

1. Doesnt bother to give you a tutorial level so its confusing from the start.

2. Everything is designed to be annoying chore.

3. Again, no upgrades whatsoever. Even the most basic kinda game would have a upgrade tab for various towers.

4. Overall just unpleasant

To make it a constructive criticisim. I will give some advice since I played stuff like antiyoy and civ games:

1. Crystal light should be passively generated from purified tiles. Make Conduit a economic upgrade as opposed to a source of nuisance clogging up the tiles and make conquering actually feels rewarding.

2.Increase the range of stabliser as you increase the power input. Or else this building also clogs up the tiles.

3. Make reasonance cannon overall cheaper, right now its just a noob trap.

4.Display position of POI on the map because your map doesnt have clear border.

he llegado a jugar el cañon de resonancia en niveles avanzados, y si, deberia ser mas barato, porque aunque concuerdo es una trampa para novatos es util, cuando se crea una economia fuerte (dificil, porque construir una economia fuerte implica gastar mas de la mitad del tiempo del nivel y corres el riesgo de perder para destruir las torres psionicas y las torres que construyen obstáculos), fuera de eso, uno se corre bastante riesgo de morir, usando la unica alternativa de larga distancia y encima para ser algo tan caro, hace un daño que no compensa la inversion y gasto

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