I notice in the tutorial it says you can't place drills under amplifiers. Then I did it. Then I noticed you have it in the dev log. Don't forget to modify the tutorial. Got here from your reddit comment about vibe coding. Thought I'd say looks like it could have been fun and a good learning experience.
I don't understand why strategic placement implies irreversible placement. In fact, removing buildings could allow the player to experiment with different layouts to maximize efficiency, which actually improves placement gameplay.
Thanks for the comment. In my view, a strategic decision implies long-term consequences that are beneficial in some cases and detrimental in others. This derives some degree of irreversibility of such decisions. Not being able to replace buildings is a high degree of irreversibility.
You can say that the action of payment for buildings and the effect of increasing prices is also a form of irreversibility by itself. And I agree that this is the case with most incremental games. However, my vision is to have a strong emphasis on the spatial dimension of the game. So I want placement to be an important decision, with upsides and downsides.
fucking unplayable. horendous number of clicks required to start doing anything, setting down the larger autoclickers voids out tons of ore that require a different kind of clicker, and upgrading the map size has to zooming around at hyper speed unable to go a single tile at a time.
while you fixed map movement and mine placement, it still takes absolutely forever to advance at all. mostly because the 3x, 5x, 8x, etc. miners dont actually make anything more than the same number of individual miners. the prices grow exponentially, but the value of resources dosent scale up at all (doubles for iron ore, but theres almost none of it and that dosent help the regular miners at all), so in essence the VALUE of each miner scales DOWN exponentially with every single purchase.
ill never understand why "developers" keep copy/pasting this shit tier excuse for a balancing starting point which never changes to something better.
honestly, theres nothing of any value here. its a randomly generated map where 90% of the available space is unusable because you have the game forming a bunch of stupid randomly shaped islands. the mechanics are so basic that i cant imagine it took you longer than a day to throw it together, and have me questioning if you have played an incremental game released within the past 8 years or so. it uses the same generic exponential cost scaling that every random "i dont really give a shit about this game" game has used since copying adventure capitalist became a thing, what seems like a lifetime ago, but with NONE of the upgrades for basic resource production that make those games even remotely playable.
That exact error isn't being thrown anymore. But as soon as I launch it I get 250 WebGL errors (actually more, but it just stops reporting them past 250). And the clickers still do not work.
Thanks for checking again. Looks like somethingn local in your browser, as I can see many people play online every day. Not sure how to debug this. Suggest you try the Windows version for now, that's the best I can do at the moment. Sorry.
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I notice in the tutorial it says you can't place drills under amplifiers. Then I did it. Then I noticed you have it in the dev log. Don't forget to modify the tutorial. Got here from your reddit comment about vibe coding. Thought I'd say looks like it could have been fun and a good learning experience.
How to remove placed buildings? This is absolutely necessary because of the price scaling.
Hi Lingluo3,
You can't move them. Strategiec placement is core element of the game.
I don't understand why strategic placement implies irreversible placement. In fact, removing buildings could allow the player to experiment with different layouts to maximize efficiency, which actually improves placement gameplay.
Thanks for the comment. In my view, a strategic decision implies long-term consequences that are beneficial in some cases and detrimental in others. This derives some degree of irreversibility of such decisions. Not being able to replace buildings is a high degree of irreversibility.
You can say that the action of payment for buildings and the effect of increasing prices is also a form of irreversibility by itself. And I agree that this is the case with most incremental games. However, my vision is to have a strong emphasis on the spatial dimension of the game. So I want placement to be an important decision, with upsides and downsides.
fucking unplayable. horendous number of clicks required to start doing anything, setting down the larger autoclickers voids out tons of ore that require a different kind of clicker, and upgrading the map size has to zooming around at hyper speed unable to go a single tile at a time.
Hi tetradigm,
I released an update yesterday that fixes some of those issues. Could you give it another try?
Thanks
while you fixed map movement and mine placement, it still takes absolutely forever to advance at all. mostly because the 3x, 5x, 8x, etc. miners dont actually make anything more than the same number of individual miners. the prices grow exponentially, but the value of resources dosent scale up at all (doubles for iron ore, but theres almost none of it and that dosent help the regular miners at all), so in essence the VALUE of each miner scales DOWN exponentially with every single purchase.
ill never understand why "developers" keep copy/pasting this shit tier excuse for a balancing starting point which never changes to something better.
honestly, theres nothing of any value here. its a randomly generated map where 90% of the available space is unusable because you have the game forming a bunch of stupid randomly shaped islands. the mechanics are so basic that i cant imagine it took you longer than a day to throw it together, and have me questioning if you have played an incremental game released within the past 8 years or so. it uses the same generic exponential cost scaling that every random "i dont really give a shit about this game" game has used since copying adventure capitalist became a thing, what seems like a lifetime ago, but with NONE of the upgrades for basic resource production that make those games even remotely playable.
I don't participate in discussions where this kind of attitude is involved.
Good bye.
then i suggest you close the comments section and block out any way for user feedback to reach you.
Clickers are still broken in Chrome Web version.
Thanks for the input. Can you share a screenshot or the error from the console? I can't reproduce it on my end. Thanks!
Performance warning: deleting framebuffer on context thread release!!!!
Space Clicker Web.framework.js.br:9 WebGL: INVALID_OPERATION: drawBuffers: BACK or NONE
Space Clicker Web.framework.js.br:9 WebGL: INVALID_OPERATION: drawBuffers: BACK or NONE
Are the errors it's throwing right after the clicker is placed.
Thanks, will take a look!
I deployed a version with a fix, please check it out.
That exact error isn't being thrown anymore. But as soon as I launch it I get 250 WebGL errors (actually more, but it just stops reporting them past 250). And the clickers still do not work.
Thanks for checking again. Looks like somethingn local in your browser, as I can see many people play online every day. Not sure how to debug this. Suggest you try the Windows version for now, that's the best I can do at the moment. Sorry.
Clicker units not working.
Edit: On M2 MacBook Pro, in Zen-Browser.
Thanks, will take a look.
I had the same thing come up. Windows 11, in Browser (Chrome)
Thanks.
Did they work and then stopped working, or never did?
In my case they never worked.
Deployed a fix, should be ok now. Please give it a try :)