comments for Terraformental
sort: go backI really like these style of games where you have too manage resources and time
Is it intentional that combined actions don't skill up? Always stay at 1.1x speed.
developer response: They do benefit from familiarity, they just don't show it on the top level. If you expand the action, you can see all the sub actions and their individual familiarity multipliers.
Honestly the survival type is really fun. Plus this one you don't have to over calculate every second... fantastic. I really hope you make a lot more updates to content and would love to see everything you have to offer.
The ending of the current update is a bit abrupt, more cliffhanger than a satisfying end, and now I want more! Honestly, I really like the feel it gives now, but I do feel like I wasted a few lives due to trying and failing to optimize certain paths, as you really die easily from thirst or energy depletion. I don't know if it was intentional or not, but I did die from the tram not gaining the 20% or 30% first completion bonus, which clashes a bit with some other tasks that seem somewhat impossible to compress yet still benefit from the bonuses in the same way. Keep up the good work!
developer response: Tbh, I wasn't 100% happy with where the current content ended either. But the only alternatives were to either delay the update for 1-2 months to add another large chunk, or allow you to open the end section, which you're not supposed to be able to do for a while.
The tram not getting familiarity is deliberate. Since it's on rails and entirely automatic, there's literally nothing you could do to speed it up.
Just finished the update. It's as good as before, but I think the problem 'I can't touch new content before several minutes of waiting other things in each loop' is becoming serious. The current pace is fine but would become dangerous for future content updates. Is something like planned?
Great game! I really hope you will finish it, I want to see it through!
First game posted on Galaxy for a few weeks now that I've really enjoyed. You've got a great foundation here. Keep it up. :)
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.
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.
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.
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
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.
Just completed current content and will admit very happy with the game so far. Absolutely looking forward to seeing the additional planned content!
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.
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
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.
2 loops were needed. Only 2. I am great at micromanagement. Please continue the story.
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 :)
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 ^^
Another note: Merging 'repair upper floor' in Talos station into a single action strongly limited my ability to train destruction with the blast door. Without merging, I can access food synthesizer before opening that door, which gives a lot more time to train.