comments for Fracture Field
sort: go backI wish drones had the option to target random ores instead of only one type
developer response: They do target random up to the selected max target from the dropdown. Drones will be receiving upgrades in the next update, and even more features in the following update!
Been playing from the start and your updates to the game continue to be really great!
Small idea if you add any more drones, maybe a bomb drone that drops your bombs for you? As we progress we unlock more automation features and the bomb very quickly starts to feel like a dead feature, so that would be a good way to make it worth spending dust on the bombs. Could also be a replacement or upgrade to the shatter drone since that's already the "Artillery drone".
The earning nerf makes the game so slow now
Fun game. Surprised of the low rating.
developer response: Thank you! I think a lot of people didn't like the first version potentially. I improved the graphics and the gameplay a lot in this update.
So I like the idea of drones "running out of battery" as I see it when they go grey every 30 seconds. It seems they stay down for about 10 seconds before powering back up. I'd keep this mechanic, but I would like to see two upgrades available for drones -- battery life and repair speed in order to increase battery life and decrease time needed for repairs. A little "health bar" on each drone could be a neat little touch also.
developer response: The next update is focused on the first prestige layer, but the one after that will be focused on enhancing the drones/automation features! Thanks for the feedback!
Oh man, I feel like the primal nerf overdid it a bit. From x2 to x1.3? Yet the prices remained the same? Even with x2 I thought it was iffy whether or not I'd ever buy the gold or diamond ones, but now it's definitely not happening.
developer response: I'm sorry you feel that it overdid it. I can understand having experienced the x2 from before making it feel that way, but the new balance will give a much more balanced long term progression, especially as I continue adding more content. The current balance will lead very smoothly into the new features I have planned and once those are implemented the current layers will become easier as well.
The imbalance between drones, the manual poke, and the bomb is pretty substantial. I decided to grind this a fair bit, and my bombs are able to one-shot quartz from the base rock spawn, and having 10 of them with maxed cooldown (and each bomb having its own SEPARATE cooldown) means you drop a bomb that blows up 2-4 quartz once per second... Or I can let my 22 lost drones wander around until they start hitting a quartz for the next 50 seconds before breaking it. Even if I start poking a rock, my attack speed is just so much faster that without bombs I'm still like 10x faster than the drones, even when there are multiple on the same rock.
Do the drone movement and attack speed upgrades actually do anything? I took both up to a million dirt cost nearly, and it just seems so weak still.
I actually quite like the game so far, but the balance seems a little bit off.
from a 256x to a 8.16x is a horrible dust multiplier nerf, ain't getting to iron pickaxe ever again
Love the game, but why won't my save export? My clipboard is empty whenever I export.
developer response: Should be working now!
When specifying drone targets, wouldn't it be more intuitive to describe layers as LOWEST-HIGHEST rather than MIN-MAX?
developer response: That could be better, I will consider changing it! Thanks for the feedback.
I have been playing since the new update, and must say.
Really love your game.
I think the active gameplay in the early stages transitions fantasticly in more idle gameplay in the end.
In the end it does feel like it slows down quite a lot for no cool new meaningfull upgrades, not in a bad way, but in a natural way where a second prestige mechanic or layer could be implemented.
The drone hub is awesome. But i must admit, im a bit lazy. And there is not really a way to know how effective wich drone is really. Execept for "oeh buff makes drone fly faster 8)" and "upgrade makes circle slightly bigger"
Everything breaks so fast except for the highest layer or second highes layer in late game.
I cant tell if my sentry drone is better than 4 of my hammer drones. Or maybe it doesn't feel like it is and have no way to know until some one not as lazy as me is gonna test it.
In conclustion, fantastic game with a bright future.
Ps: To the guy saying he'll never get the iron pickaxe again. I just got it after 3 days of playing. So the nerf cant be that bad :)
I finally got to one shot diamond with my third world fracture and some hundreds of core fragments on my name, and also there is a bug that when you buy the stone sledgehammer it still is with the flint pickaxe sprite, but with the correct effect, unic complain about the progression would be the fact that there is almost no "core fragment gaining potencialization" so to get the very expensive things like the diamond 2x in the prestige shop you need to let the pc running overnight, but good game, hope that the project continue.
How is this rated so low? Am I missing something? Haven't played too deeply, but I'm enjoying it and can see how it might unfold quite pleasantly as it goes along.
BUG: Sledgehammer upgrade dont give you sledgehammer icon.
developer response: Will fix this in a patch tomorrow!
sentry drones do not become transparent when they run out of power
developer response: I will fix this, thanks!
The two main things to fix:
1. If I have 10 bombs and shoot one per second and they have a ten second refresh, I want to be dropping bombs constantly. The refresh shouldn't restart.
2. The drones should target round robin. That means each drone should be look for the next rock with no allocated drone. When a rock is eliminated, check if any drone is linked to that round and return it to the pool of available drones. If there are more rocks than drones, drones should go to the top of the list and join the other drones. This should bring drone idleness to close to zero. Then its a matter of targetting
I'd suggest putting a limit on the capacity upgrades or removing the one on total rocks, just doesn't make sense that they can be purchased beyond where they function.
developer response: That will be fixed in the next update!
Its kinda strange how sand and clay are harder to mine than stone when its nothing like that in real life, but I'm liking the game not sure how it has a low rating
3h 15m - reached pretty much endgame, bombs instamine quartz, clicks instamine sandstone
games pretty fun for how simple it is, but would love to see more ways to actually improve damage for later resources like sandstone and quartz earlier on since the ability to mine them easily takes a little longer than id hope for
4/5
developer response: Thank you for the feedback! Lots of good content coming in the next update. :)
I bounced off this one, mostly because of how slow the start is. Quit shortly after breaking my fourth clay rock.
Main frustrations:
Initially each rock gives you 5 resources and takes 7.5s to fracture, only after it's gone do you get to wait 1-2s for the next rock to appear. You need 100 resources to be allowed to have a 2nd rock on the field. I clearly went for drones too early because they were practically useless until I was close to unlocking the next layer.
Drone targeting is random, it's quite annoying to watch them amble their way across the screen past several other rocks. Drones need an option for targeting (closest, least health, most health, highest value...).
Oh yeah, clay. Much longer to fracture (sure), much longer to wait for respawn (why God why?).
After unlocking clay you get infinite bombs - nice. They're on a long refresh time and initially don't even take half the health of clay - not nice.
The upgrades are as would be expected, (damage, crit, attack speed) but only 10% at a time? And 0.5% for crit chance?
The rock stats show the "yield" but not for the first resource (sand?). Kind of irritating that you have to have the quarry menu open to see rock stats, it would work better as a tooltip.
Smaller frustrations:
The light source for the interactive rocks doesn't match the rest of the game, their shading implies the light is on the left, not the right. (I presume the art is where gen-ai is involved?)
Similarly it's a bit jarring having a mix of pixel art resolutions. Almost feels like watching the moment in Dragon Ball when a part of a cliff is about to be destroyed.
Having the mouse change to a pointer when there isn't anything to click on. (e.g. Between the panels)
Major concern:
You're collecting analytics without even informing the player. That's almost certainly a big no-no. Especially if you're collecting any identifiable information (IP address, device info...). I only knew the game was trying because I like to open developer mode and I saw a bunch of failed requests thanks to my adblocker. I haven't checked the legality personally, (I'm not a lawyer) but I'm pretty sure some regions (e.g. the EU) require the game to inform the user about analytics and provide the ability to opt-out.
How I would progress:
I can see the vision. It's a bit hazy, but I can see an outline.
0. Look in the Unity docs for any information about analytics privacy and consent. Act on it if necessary.
1. Sitting around waiting to be allowed to do something is the worst. All rocks should respawn instantly.
2. Drones: Targeting as mentioned earlier, display their battery and let me click on them to recharge. Start them off with their own base damage and have +% click damage as a future upgrade.
3. Bombs: Rather than a third separate "upgrade damage 10% at a time" mechanic, how about they instead deal % of max health? (e.g. 20% base, hardcap at 50%) Keeps them easily relevant forever and could be really satisfying to hit multiple high level rocks at once.
4. Upgrades: Too many % based upgrades in the early game. That first 'resource purity' upgrade doesn't even pay for itself until you've fractured 16 rocks. Even worse for future upgrades because the increase is additive instead of multiplicative. I'd scale the game to be more click focussed in the first couple of stages, then transition to more of a drone-micromanagement game. e.g. The starting click upgrades are much better (2/3/4x click power, 2/3/4x click speed...) and you unlock drones in the clay stage (or maybe bombs in clay, drones in the stage after that).
5. Resources: Starting off with 2 independent resources is a little confusing, especially when the stats don't tell you that the rocks also drop sand. I'd look at adding a 'stage 0' where you click on a large pile of sand or something. Then use sand to unlock the base rock.
Final remark
I know this comes across as really critical - because it is - but I promise it's not malicious. Making a game isn't easy, even with dedicated tools, (Unity etc.) and this is just an MVP after all. <3
developer response: I appreciate your comments a lot! A good amount of what you have mentioned has been covered in the recent update. I'm not going to respond to every comment you made, but I read your whole post and took the advice into consideration while working on the update, so thank you for that!