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comments for Terraformental

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NonBinaryProgrammer March 15, 2025
+3comment score: 3

combined actions arent affected by times done
As far as I can tell they are; the 1.1x is on top of the base multiplier on the individual actions so the combined action is always faster than doing all the individual ones.

nexinex January 11, 2025
+3comment score: 3

I really love this game. Just beat the new update a few hours ago, and I just want to say, nice job with all this. You've really made something enjoyable and it's hardly even finished. This is kinda just what I want games to be. Definitely add a little more automation at some point, but other than that, I have no real complaints. Keep going strong

developer response: Thank you so much! I'm undecided on automation. Personnally, I'd rather keep condensing/changing actions to keep it interesting, rather than giving people a "fast forward because this content is boring" button. But if enough people are wanting it, I'll consider adding an option to enable automation or something similar in the future.

Kopis January 10, 2025
+3comment score: 3

Great game overall, though im stuck at the dam. I came to it 6 times already, always adjusting how much time i take to get there, but its never enough. I reccomend adding a timer somewhere of when the dam will open/close, so that after you figure out what time of day its open, you can know how much time is left before leaving station 2. At this moment i will not play until theres another update, because i already spent 3 hours trying to get past the dam and its becoming too tedious. 4/5

developer response: That's fair. I was concerned about ending up with too many events at once in Laurion, but I can completely understand why it'd be annoying to have no idea when it's happening. I've tweaked it in v0.2.5 (releasing in the next few mins) so it should be visible so long as you're at Laurion or on your way past it.

Biroulik January 18, 2025
+3comment score: 3

Damn, I only now notice that I can't have both the generator and the water recycler, that's why I wanted a clean start

duderino January 18, 2025
+3comment score: 3

Missing the water bottles in the first station in the Rover since the update.

developer response: They were bugged before - you were never meant to have them until you found the water recycler. Now it's fixed.

Argroww January 19, 2025
+3comment score: 3

Just completed current content and will admit very happy with the game so far. Absolutely looking forward to seeing the additional planned content!

Endovior January 12, 2025
+3comment score: 3

Having just completed the current content, I no longer think drag/drop is the right move for inventory management. Instead, I think it could be more elegantly handled by adding a row of auto-use toggles for all items that would automatically be used. If everything is set for auto-use, the least-capacity items will be used up first; if that's undesirable behavior, than the player could micromanage item use by unchecking them. With autouse as a toggle, you could potentially allow manual use, for certain niche situations in which the player might want to micromanage cooldown timings.

developer response: Ooo, I like that. I'd probably tweak it to be a 'priority use' checkbox. So they all get auto used, but the priority ones are first. And if manual use is actually desired, I could add that as an option toggle.

seeker1983 donator December 21, 2024
+3comment score: 3

Love this. Would be nice to take on with the story. Awesome how mechanics gradually unlock during gameplay. Also was very interesting that the story actually changed after rebirth and some excessive actions were removed

thePalindrome January 10, 2025
+3comment score: 3

Alright, I've finished chapter 1, and a few other things:
The power in the rover and the Oxygen in the first station both always calculate "Lasts forever due to power change of 0/s", presumably because they both don't consume their resources "by default" and have to have their drain activated!

It'd also be nice to have a limited increlution-style 'perma-queue' to automate the first station once it stops changing (I'd imagine things could 'always' be made perma-queue so long as all previous actions were part of that queue, and the action set hasn't changed from the start of the previous loop)

I also noted the second station's 'personnel airlock' is always considered to be unpowered, even if you go inside and power the facility!

All in all, I did really enjoy it, and look forward to the next update!

developer response: You're entirely correct on why the resource drain doesn't show up, and that is on the list of known issues. It won't be a simple fix though, so will likely be in the next major update.

I'm currently unsure if I'll be adding explicit automation. It'll depend on how players feel on the subject, but personally, I'd rather continue pushing down the route of slowly, consistently combining actions. It feels less binary than automation, because the moment you unlock automation on an action, you'll never care about/pay attention to it again. If I can keep people's attention with steadily combining actions, adding new ones and new logs, I'd rather take that route.

Good catch on the the personnel airlock! I'll look at fixing that for the bugfix, but if it gets delayed to v0.3 then it's not too bad. Glad you enjoyed it, and thanks for the feedback.

Re-CO December 22, 2024
+3comment score: 3

2 loops were needed. Only 2. I am great at micromanagement. Please continue the story.

Trebar January 10, 2025
+3comment score: 3

Aww... my ability to practice forcing the door down goes away? That's been one of the only sources to train destruction... which stat seems to have also disappeared :(

developer response: Each skill will only appear when you find an action which requires that skill in a given loop. Though, thinking about it now, that should probably just not reset when you loop...

As for the general lack of destruction actions, that's completely fair. I should look into adding a little variety for that, but that'll probably be in the next content update. I'll re-allow forcing the door in the bugfix for now though :)

bck356 January 9, 2025
+3comment score: 3

The textfield in Unity WebGL (used in your import/export menu) has a known, unfixed bug regarding copy and paste (see https://discussions.unity.com/t/copy-paste-in-textfields-in-webgl-builds/883970/24 ). Meaning that import/export save is impossible because you can't copy the string out. That's on Unity, not you, but the thread I linked apparently has a plugin for fixing it since Unity won't.

developer response: Ahh, perfect. Thanks so much for the info and link! I wasn't looking forward to trying to figure out what was going on with that ^^

Awesomepants December 25, 2024
+3comment score: 3

Fun game. I look forward to more content, assuming there'll be more. It took me one loop to beat it- two loops? I died and then beat it the second run.

developer response: I have started working on a v0.2 update with more content. I plan to have it done in the next 2-3 weeks. Glad you're enjoying it so far!

Herbert_Von_Choucroute contributor December 27, 2024
+3comment score: 3

Awesome game, congrat to the dev

aquarious January 18, 2025
+3comment score: 3

Duuude - this was such a fun experience !!
I only thought it was some kind of idle game going in, and now, having completed it in 1 sitting and 9 loops (not to brag), I consider the experience a gift.

I was frustrated at first thinking "how was I to know I wasn't supposed to eat the protein bars" and being frustrated that I had to reset a couple times, only for resetting to be the core mechanic in the game. It was a holy sh*t moment for me and made me feel less bad about my first few failures. It set the tone for the game well, and I instantly knew what it was going for.

It was super tense on long missions, Having to decide whether I try to survive or if I spend my last breaths of oxygen trying to read a map or something. and the death messages were perfect to keep me feeling like I was moving in the right direction.

The small details and dialogue changes as a result of going things multiple times are really fun. It was a super vivid experience, and I got to know the stations, resources available, and the lore quite well.

The semi-boss fight of the obelisk was really fun, and I had a good time figuring out what was happening and scraping resources together to complete it.
Obviously a bit rough around the edges, but I'm sure whoever made this knows that. Just a fun experience, and I hope that when I remember this game in a couple years that there will be a lot more to return to !

But53x January 17, 2025
+3comment score: 3

First time commenting on Galaxy, been playing idle games for like 10 years. Played through all of the content in 22 loops and I really like it (I also like increlution), but there are two things that I think can be improved in future iterations:
1. Automation is necessary if the game goes for longer (Kinda like Idle loops / increlution / stuck in time)
2. I think there is a bug with the water recycler in Laurion, it makes it impossible to collect water afterwards
Otherwise, great stuff! I love how detailed you got into it like with the end-screens

lejohns January 15, 2025
+3comment score: 3

Replying the game now that chapter 1 is released:
First area: area resources air: draining and clearly reaching 0, description still states "will last forever at the current rate of 0/s"

lol

doritosss December 28, 2024
+3comment score: 3

Dope af, def wanna see this game finished

Choco_Jack suggester December 15, 2024
+2comment score: 2

love this short prologue, wish to see more, but the ending "Congratulations!" screen buttons don't work.

uden December 16, 2024
+2comment score: 2

Fun game though it'd be nice to have access to the QoL choices that a lot of its counterparts have like "Stop before completion" and "Queue until full".

developer response: I do plan to add more features like that in the next major version. I gave myself a deadline of 2 weeks to make this 'demo' version, so a lot of the less vital features got cut.