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That1Commentator

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A member registered Sep 11, 2020

Recent community posts

Why is this game actually good.

Like this isn't just a clone there's actual new mechanics and everything. Final two levels were absolute peak 

I personally actually found use going to the rover, since it left me with enough max power storage that I could charge the brick without using the solar panel upgrade.

Granted, I also didn't realize you could take a faster route until after I already got the 3rd artifact, so it might not be as necessary as I thought.

This has a surprising amount of depth for a shitpost

Perhaps turn your thinking around. If you can't put the egg in the suitcase...

Try opening all the items. Took me an embarrassingly long time to realize one could be opened.

This was pretty fun! Though the lack of any sort of hold mechanic is noticeable, I would recommend adding one.

There is a minor bug with the wall healthbar. Hovering over it shows the wall's health, but it doesn't update unless you relaunch the game.

Ah, so you can. Not sure why I didn't think of clicking on the subtasks, thanks for pointing that out.

You know, at first I thought Ending D came out of nowhere, but after the context you get in Ending E it actually makes a lot more sense.

Alright, this is a pretty cool update! Some thoughts

-The new area was pretty cool to explore! I love how the Laurion-tier challenge of "Can you survive in the rover for X amount of time" is flipped to "Can you clear Santorini in X amount of time" which is pretty neat. I also liked how reading the logs in Santorini unlocked new stuff to do in Laurion- Excited to see more stuff like this in the future.

-I'm split on the new resource system. On one hand, it does a much better job at creating a sense of progression, with long timesinks like repairing the rover and long-distance travel able to be reduced much more substantially without making later parts too easy. On the other hand, it does get a bit weird in some circumstances- what's so different between exiting/entering the rover in various locations? It's the exact same action in principle.

-The new game balance in general is a bit harder than before. I appreciate that the changes make installing the generator a viable option, rather than useless like it was before.

-While the resource priority system is really cool in theory, in practice, having it reset everything to auto every loop is rather annoying, especially since this must be done at multiple points per loop as various resources are rediscovered.

-Combined tasks system was really cool for the most part, but it had an issue in some cases where you'd want to do the subtasks. For example, once you unlock the gather supplies option, there's no way to enter laurion directly without installing the generator or interrupting the gather supplies action.

This is a pretty neat game!

Some of the puzzles were a bit easy (Level #8 I believe is mostly just a rehash of an earlier puzzle) but overall these were pretty good puzzles.

One thing I would mention is that the lasers are a bit unclear at times. It's possible to figure out which direction the laser is coming from using the particle at the end, but adding a visible "emitter" at the source would make them more intuitive.

It's possible to get Rat pacifist despite killing the Rat King. Does this imply the Rat King is a Tyrant? If so, cool lore.

I love how this is the first image when you look up the game now.

Oh, you mean how do you collect them when they're dropped. For that, all you have to do is walk onto the tile, or just finish the fight (then they'll get picked up automatically)

Just click them.

What do you think "Growth" is supposed to be?

This game's pretty fun! Though, it would be nice to have the power mode be bound to a separate button, rather than binding both power mode and shoot to both Z & X.

It's definitely possible to get Lovers and Next Generation in one run, I did that.

This was a pretty fun game so far! My only complaint was that it tended to drag out at points. In particular, driving the rover from Talos to Laurion gets pretty tiring, since it takes a good 3 minutes to go even with the tunnel unlocked. Incorporating some kind of Fast forward feature would improve the experience tremendously.

Not always. Once you start racking up higher value cards, it becomes a choice between, for example, 5 ore now or +1 ore for the rest of the game. It naturally becomes less useful towards late game anyway.

I think I found a bug?
I turned on the power, but the switch doesn't do anything.
I died immediately after turning on the power, maybe that had something to do with it?

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Heyo! The new update is pretty awesome! I like the new strategies introduced, such as how cards like Gold mine encourage the usage of more resource cards, and Wrench encouraging more action cards. And while the new creature is definitely a downgrade from the original, it's new mechanics are pretty fun too, plus the original was definitely overpowered.

My only complaint would be the nerf to the Prospect card. Using it was one of the most fun parts of early game, but now it's rendered entirely useless. I'm honestly curious as to why it's price was raised, since cards like Aquifer and Corkscrew now directly outclass it, giving a +2 or a +1 to all resources for the exact same cost.

Final Boss has a bug where the summons don't merge properly

This is a pretty neat game!

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I seem to have found the most bizarre bug. Whenever I try and Interact with the statues, talk to Miku or neru, or interact with the ribbon, the game freezes. Entering the Teto Shop Freezes the game too. Pretty much the only thing that doesn't freeze the game is the tutorial sign.

EDIT: Resetting the Game Save in the Menu fixed it. Which is kind of bizarre since I didn't have a save...

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     Alright, a few quick tips for anyone still looking to solve it (with minimal spoilers)
     So the core of the game comes down to the four time machines and how they work. Each one has it's unique effects and conditions needed to resolve the paradox:
     First, you have the twin microchip gates. These guys are pretty simple, just launching out a white ball, and "receiving" it in the future 7 ticks later. Worth noting that unlike the other time machines, this one can be used as many times as you want.
     Next, you have the pressure tube. While at first this one may seem similar to the gates, it's different in two ways: It can only be used once, but the red ball can be received at any point in the future.
     Third, you have the Delorean. This one's unique in that you can send the Delorean both forwards and backwards in time. But although the game lets you drag multiple instances of it onto the timeline, know that in practice you can only resolve it's paradox once.
     Finally, you have the Time gears. These are the simplest time machine of the four, lighting a fire when activated. To resolve it's paradox, find a way to light the bottom right rope.
    All in all, this game is a pretty neat puzzle. Would be interesting to see it's concepts expanded and fleshed out a little more.

No, Confirm ejects still ends the game when the impostors are gone. I'm talking "the only way to win is task win" type of thing.

This is a very fun game, but I found a really game breaking bug that lets you skip all the levels. In campaign mode, if you select "Abandon mission" while it's your enemies turn, you win automatically.

Then again, some other tasks might be easier. Like that one weather task in Polus.

One thing that would be cool would be if you could never tell when  the imposters were all gone.  This would fix a big problem in the game, the "ITS THEM! IF ITS NOT THEM, VOTE ME OUT!!!!!11!" problem. Being able to do that limits the imposter significantly. It would also encourage the completion of tasks, since that would be the only way to truly "Win"