comments for Fracture Field Demo
sort: go backdeveloper 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.
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".
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.
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!
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!
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.
developer response: Should be working now!
developer response: That could be better, I will consider changing it! Thanks for the feedback.
developer response: I will fix this, thanks!
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 :)
developer response: I use AI in my workflow as a developer as a powerful tool, but I've been a game developer for much longer than AI has been around for. The game is required to be tagged as gen-ai regardless how much it was used in the project. I still aim to create a quality game! :)
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
developer response: That will be fixed in the next update!
developer response: Will fix this in a patch tomorrow!


















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!