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Yanthir

4
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1
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A member registered Jun 12, 2020

Recent community posts

(1 edit)

There is something wrong with automations since Act 3 was released. On a new life I have four automation-unlocked tasks:
Swipe food (auto off)
Haul Wood (auto off)
Build bedframe (Auto 5)
Spy on Apprentices (Auto 4)

On the previous version bedframe would be built first, then I'd have higher prio on mattress, and only then did I go for magic. Since the release of Act 3 Spying takes precedence over bedframe in spite of my auto configuration.

Automation seems to prefer tasks that do not require gathering, regardless of automation priority. This is NOT how it should work

There is clearly some problem with transporter and miner logic. All 3 of my transporters kept returning to the close node while the far node was full and waiting for miners. The miners kept digging the same 3 nodes despite the other nodes being full, which meant they spent most of their time walking instead of mining. This created a bottleneck I could not upgrade my way out of.

I'd recommend making transporters prioritise drills with a higher fill proportion to keep drill downtime to a minimum. And similarly, miners should prioritise the fullest nodes to minimise walking.

Despite all that, I had a good time playing through the little game you've made :)

Would be lovely if you could add an option to turn off the CRT filter, it strains my eyes and I could not keep playing after a few minutes.

I get that it is aestheticly pleasing to you, but its prevalence (and frankly, overuse) in games recently is honestly starting to irk me. It muddies the visuals and in nigh all cases is a bit or an eye sore.

For a barebones implementation this little game was really decent!

There is a little gripe with how the game handles stacking - namely, grabbed coins "choose" their slots and wait for all other grabbed coins to slot in before slotting in themselves. This slows down coin collection slightly, but is otherwise fine.

Another little issue I had at the beginning was the manual coin drop - you have to hover over the face of the coin to drop it from a stack! I did not get that for a good couple rounds, which was a frustration point.

What wasn't fine was a bug I encountered a few times, where a white coin would slot into an invalid collector (for example, red). This prevents that collector from taking up its respective coins, essentially cutting you off from a color for an entire round. Very disruptive, together with a lack of an abort round button.


Other than that, the game was fun! The coin snapping into place was tactile and the sound was satisfying. The gameplay loop was simple, but good enough for a project of this size. Had a good hour of fun, for which I thank you ;)