comments for All Hail the Orb
sort: go backThat's neat that it recognizes that people might get carpel tunnel so it does get a limit of 10 per second.
developer response: Ahaaa XD It's for balancing reasons. I have no objection to autoclickers. I use them, my fingers get tired, but what I don't want are people to just speed through the game at a pace it wasn't designed for. But I wanted a funny interaction for it :D Someone got angry at me for it in an earlier comment :'D
developer response: Ahaa thanks, I need to make it unskippable when detected since people can click through it lightning quick. But I really enjoy little things like this :)
developer response: Nooooooo XD No idea how that's happened but will add a thing to call back all your cultists :)
This way it'd be easy to manage them :D
developer response: Might add a skip button to any text that is not telling you something you can't figure out easilly
developer response: Thank you! Yeah the next update goes live tomorrow and has a million QOL updates and little additions. One major one being the duck machine. The duck chest I haven't figured out quite yet what to put in it for the other levels yet, still figuring that out :') but thank you!
developer response: Full game will be about 3-5 hours. And be a lot more in depth
P. S. The bookcase is the best!
developer response: Looking into it now :) * fixed :)
Also, the autoclicker trigger might be a little bit overly sensitive considering that there are segments that encourage the player to mash and give multiple seconds of preparation. That's a section that it's very possible that players would position themselves to be able to click more than 10 times per second, and as it stands having it trigger during that segment seems to not allow the user to fully read what's being said by the little minion guy (unless something else messed up on my end. The top of the window also wasn't displaying unless I was in fullscreen, so my viewport might just have been messed up).
Definitely some stuff that needs to be worked on, but nothing that I wouldn't expect to be a little rough in a beta state. The core ideas here are very good, and I'm excited to see what the finished game looks like.
developer response: Thanks for this, I really appreciate the time for you to play and give it a go!
The web build has issues, the steam page has a demo there where its more responsive. Can't do much about it for web :P
Autoclicking will be kept but I will make the detection point more clicks than it currently is. With it being disabled during cutscenes. I actually hadn't thought of that edge case, so I appreciate it :)
Glad you enjoyed! I think I have something that's standout from a lot of the other games at the moment. Not long until Next Fest! :D
developer response: Thank you! I genuinely appreciate this :) I'm making a game I would want to play, and it is quirky. I think it stands out amongst the others in the genre, it's very....me XD
developer response: Yup, straight up a good idea :)
developer response: Thank you! :) I'm trying to make it unique in the space :)
developer response: Yeah I completely forgot to change the hotkey, they'll change anyways as I continue developing rooms :D
developer response: It does work, I forgot the balance the others :P
developer response: I KNOW :D It's one of THEEE most complimented things about the game :D
developer response: Just pushed a new update from the last 2 1/2 weeks of development, practically all bugs I could find and that've been reported are now gone :)
developer response: Yup, the room doesn't get loaded until the effect for opening a room happens....mbmb, will fix this before next update goes live :D
developer response: He is a goofy goober ain't he :D He needs more animations and expressions but if I get time I'll add them in :) Thank you <3
developer response: Ahaa, I will have things in place over this next week to collect them together and the ducks, but glad you enjoyed it. I've really tried to make something very different to traditional incrementals :D
developer response: Oooooo that's a good catch! That's a very unique edge case that I'm glad you found! Thank you :)



















dragging little creatures around is a major pita, maybe make them walk to the bed and back to work slowly?
developer response: Yeah I've been mulling it over for days XD I like the idea of assigning a cultist where to work and they make their way over, gunna be a nightmare tho ;) but it would be so much better, with the ability to still pick them up and drop them, but the idea you assign them somewhere and they handle themselves sounds like fun