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deusued

22
Posts
A member registered Jan 17, 2024

Recent community posts

this. category: game-breaking bug.

excellent game.

alright, so i'm thinking you are just trolling here, b/c i just spent a minute clicking everything in the desktop .. without finding anything.

i've hit a quasi-hard wall around SCe101-102 or so.

can't build small cabin, even though plenty of rock on hand (25 required, >120 on hand).

having a language icon would be very helpful.  (just implement a message catalog, language + key => text).

how about this, game freezing w/


bug alert: i "won", but then got somehow triggered back into the game.. i was watching the 3 bots play, wondering which would win.. and all of a sudden, one of them went out and i was now back in - having to draw a card.
.. then, i drew a card that could be immediately played, leaving me with no cards.. but i still was playing and having to draw.

the fact that it scales right away is very pleasing, thank you.

excellent little game.

quick refactor request: either allow configurable keys, or add an option for jump to be assigned to W

oVBByp1.gif (1916×995) (imgur.com)

man full screen does not do what you think it might.  i get using the form factor, but.. maybe look into it here on itch.

no save?  what.  the crawl of the game requires it to be played for an extended period of time.  i had gotten to the 10q upgrades, now nothing.  

so, won't play without that, and.. i'd add a requirement of formatting the numbers.  consistency!  you use shortened number references in shop, but you have non-fixed width fonts in score display, obc/obc, and in upgrades.  fixed-width, comma format AND allow for optional shortening by name or scientific notation.

where's .. the .. water

scrolling is for the devil.

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notification of save, manual save button as well (on hover of the manual save button, display the date/time of the last save)

oh.. and a toggle for the collision sound of the skulls, pretty please.

yes, you did, good job.  can you take a moment and think about changing two things about the score display:

1) fixed width, period.  the fact that the entire line of text moves move left and right on change is... not amazing UX.  the only thing that should move is a changed number.

2) the color, with no outline, is difficult if not impossible to read when skulls are stuck at the top in a new level.  consider moving it to the left above the hell shop.. and .. please #1.

you need to be able to progress through the level, having passed (or aced, or tubed per the dev's upgrade verbs) each level before you can scroll to the next.

it's not a memory leak, btw.. memory allocation doesn't appear to go much about 512m .. it's the interval or update work that's being done... it's being called waaaaay to frequently [not a unity dev even remotely, so i'm sure i'm using the wrong terminology].

only minimal effect; you introduced something w/the milestone stuff that is just doing way too much.

 i'm just into level 1 and it's just ... no bueno .. see the lag:


sidebar: you need to introduce a debouncer on the skull 'hit' audio, i'm certain there's some performance bit there, but it's not the big game-breaker. 

1) great idea.

2) i think you've got some loop/interval running way too frequent (maybe the hell shop?) that has literally killed the game's performance at only 17 skulls.  unplayable, that is.