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Antonomy

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A member registered 17 days ago · View creator page →

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Hello, I personnally envoyed this game . A lot of things are done well such as :

- the way stock moves 

- upgrades during one run with different rarities

- upgrades between different runs

=> this give a true sense of progression

What i personnally struggled :


- To have a clear view on what I hold in percentage of my total assets (only current P&L and prices per shares are shown, i would have loved to see percentage of total assets a position represent) 

- When moving from portfolio view to market view : difficult to see when on the market view which stocks i do not currently hold (i wanted to diversify and complete and it was painfull to come back to previous screen to check what was missing in current portfolio)


I also could not manage to sell a specific number of shares. When i click to "sell" instead of "sell alls", there is indeed a windows that open that in theory allows me to select a dedicated number but for whatever reason i could not manage to delete default value and replace by the one I wanted . not sure if something wrong with my setup but i was in "Ver Num" and had no problem in other windows


The challenges were hard on day 1, run 1, but then too easy after a few specs developped : it seems the goals are scaling lineary while the money is scaling exponentially. 

Maybe the difficult should be increased , at least for example after  5 or 10 days maybe

Sympatique. J'ai pas trop compris pourquoi l'adversaire a perdu 2PV d'un coup avec cette combinaison  (je suis le Nain Posteur): "

Nain Posteur joue Chandelier de Comptoir (🕯️ Spéciale)

Le Nain Térieur joue Tabouret du Ranger (🪑 Tabouret)

💥 Le Nain Térieur prend 1 blessure (Chandelier de Nain Posteur) — 2 PV

💥 Le Nain Térieur prend 1 blessure (Chandelier de Nain Posteur) — 1 PV

🕯️ Nain Posteur balance le Chandelier ! Le Nain Térieur et Le Nain Térieur prennent 1 blessure !" J'ai pas trop compris non plus quel était la consequence d'etre KO : mon adversaire semble avoir recuperé les 2PV des le round suivant (partie  a 2 joueurs) . J'ai essayé une partie a 8 joueurs mais ca fait mal au crane

Concept is fun. View is very hard due to the fire outside our meteroy. Game crashed near the end (close to the earth) with following logs :"

We hit an asteroid

Primal Game Jam Builds.loader.js:1 OOM

Primal Game Jam Builds.loader.js:1 OOM

printErr @ Primal Game Jam Builds.loader.js:1Understand this error

Primal Game Jam Builds.loader.js:1 Invoking error handler due to

abort("OOM") at Error"

I advise to remove the fire thing until the very end/ Would be logic that in the pure space there are no atomosphere, hence no fire. Near the earth you could add the fire (i.e when we enter earth atmosphere)

I feel the salary of 140 is too high and consequently the feeling of progress is too slow (i.e some days without any upgrade with 6 workers did feel bad). Would suggest decrease it to 120 for example

Voltclash community · Created a new topic Feedback

Game is already quite well polished. Sound atmosphere was nice for me. Although the rule clearly explains the fact that an attack turn the node into a "wall", it still took me a few game to understand why I could not capture those back.  I suggest to edit the rule to underline this even stronger e.g an additiona dedicated sentence that says that each blocked captured can't be captured back. This might be too much but would have helped me in my first game