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kony83

7
Posts
A member registered Aug 11, 2023

Recent community posts

OK, I will do that in few hours, but I would like to emphasize that its not serious bug. It doesnt prevent me from finishing stage C levels, I am just clearing them at slower rate than I would like (I already finished 100 levels of all stages except stage C, which is at level 92).

If I change amount of cheerleaders on stage C faster spawn (definitely when I increase number of cheerleaders, probably also when I decrease, but I am less sure), then I completely stop destroying blocks and start losing HP, but after I lose all HP and level resets with higher HP, everything works properly again, so I just stopped messing around with stage C faster spawn and keep it at 50%.

(1 edit)

Stage C fix in 1.6.3 is incomplete. Whenever I change amount of cheerleaders in stage C faster spawn, I stop gaining pixels/destroying blocks and start to lose HP again.

Also please check stage C. It works as it should when you have only pixels and poxels, but gets weird later on.

I keep losing HP even though I have 600+ extra idle hitters and more than 3.7% instakill chance (and bunch of other skillmine bonuses). On stage C screen I see that I am destroying blocks as soon as they appear, but I keep losing HP as if some invisible blocks are getting through.

Also (this is minor thing) on stage selection screen all stages have working indicators how far are you at the current level of the stage except stage C (it shows layers 0/X, it is stuck at 0, when it should show what is shown on stage C screen, which is current number of destroyed blocks/number of blocks required to destroy to get to next level).

The problem still persisted even after 1.6.2 but I solved it recently. I deleted everything in browser storage inspector related to this website (cookies, indexed database, local storage, session storage and cache storage) and refreshed. I never had to do such thing, whis is why it never occured to me until few days ago.

Faster idle hitters skillmine bonus breaking the game by being too high was second time I encountered this bug, first time it was cheaper upgrades skillmine bonus breaking the game by being too high (it made all upgrades unbuyable).

Oh, and this might help locating the bug, when I unlock the skillmine and choose the option out of the three offered, I assign workers to a field, however, when they finish that first field, they dont start working on the next one, but instead they work on some extremely easy virtual one, so I have to unassign workers by pressing X and assign them again and give them order in which they will work on visible fields with shift key and clicking, however, when they finish all fields, they resume working on that very fast to finish field that instantly regenerates (or there is infinite supply of them?). I am assuming all of this, because bonus is increasing very fast.

Yeah, I mentioned faster idle hitters, because they got to over -5 seconds (well, over -50 seconds before I noticed), which made idle hitters stop working in all stages. So you might want to test which benefits break the game if they get extremely high. I wrote which ones should be fine in previous post (more damage, more pixels), faster idle hitters are proven to need limit. I also suspect having 10k+ extra idle hitters might make game unplayable due to CPU not being able to keep up with that, but thats just my guess.

(1 edit)

I encountered a bug that persists in 1.6.1 even after hard reset.

My first skillmine option after unlocking skillmine doesnt finish properly, after all fields are mined out, I dont get a choice of three options as I should, instead skillmine shows the one with all fields mined out and assigned workers finish some virtual field (same bonus as the last real field they worked on) at rapid speed (the bonus gets increased several times per second with only 14 workers).

Also, there should be some limits to certain benefits from skillmine. While some of the bonuses can be stacked unlimitedly (I assume more pixels, more damage, extra idle hitters), some should be limited to avoid chance of them making game unplayable (faster idle hitters bonus should never exceed -5s, perhaps limit should be -4.5s?). The other bonuses (chance for clicks to hit twice, chance for idle hits to chain, cheaper upgrades, instakill chance) should or shouldnt be limited to 100 percent, that depends on how they work.