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(1 edit)

Can we have an earlier tiny version of the "Big Slitter/merger"?
Just 3 studs.
Splitter: In > Out > Out
Merger: Out > In > In
................#1 > #2 > #3

(The #2 position has higher priority than the #3 position, just like the Big versions)

This would allow us to construct overflow systems MUCH more compactly, without having to stack a LOT of merger/splitters just to get a 1/64 chance (or whatever) to go into the desired machine instead of being destroyed.
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Alternatively (end-game item?), make the Splitter/merger block themselves be modular, so you can just "hook on" more "generic input" or "generic output" (1x1 blocks) to a "core block" and the splitters/mergers can then be both any size and any shape, with any amount of inputs & outputs (as long as they are added to the correct side of the "core block"), like:
In > In > in > (Core) > Out > Out > Out > Out
Maybe call it a "shift block" or something?

Am I missing something obvious? I can't seem to find more gold coins. Nothing I've made so far sells for anything other than copper and silver.

Stop taking out the silver or copper. Just sell more stuff in the same market. : D

Ha, oh that's clever and silly. I even stared at the stack and didn't make the connection. Bravo! Thanks!

nice game, would like to be able to zoom out more so you don't need two messeges to screenshot the whole thing

Really great work, so simple yet so engaging.

Suggestions!

mergers and splitters could retain connections when moved. make it easier to re-organize without losing things.

maybe this exists later but eventually research is sort of cumbersome, it’d be cool if any resource you put in the researcher automatically researches towards whatever that resource can go into. so you can just blindly pump relevant resources into the researcher.

I simply loved it, awesome game, I don't think I'll go get the insanity research cause I already destroyed a lot of my machines to speed the process at the end lmao, but maybe one day I'll "redo it" to get insanity, I don't know...

Well it's kinda adictive I guess, but I loved it haha

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Next time I play a game on itch.io I'll read the description tho, cause I thought it would be fast and I kinda left my responsibilities on the side to play so...Imma get back to work lmao

wait version for Linux

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Runs great under wine. Can confirm :D

Hello, I have a problem on the browser version, I can't recalibrate the view and I end up with a very very small window : could you please help, also is there any possibility to have a save on the browser version, I play on Mac and can't download the game. But thanks to the browser version I can. And had to restart 6 or 7 times already (the size of the window stayed the same after the 3rd restart)

Sorry, I can't really support any Mac's, as I don't posess one myself. Maybe try a few different browsers?

And do you have an idea on how I can keep my game without restarting while changing my browser ?

An ability to move things on touchscreens would be nice (click-and-hold is probably the best option).

I'm kinda stuck right now, idk what I missed.

I mean, my factory is pretty much stalled 'cause I don't know how to get the mana crystals for my first Disharmonizer... 😞
Any help?

You put them in the shelves where you found those gold coins at the start of the game

just started.
q: how far in do i need to get to be able to reorganize and delete stuff in my factory?

There is no delete... (for machines)

Right click to move items, BUT inventories gets deleted when you move it, so you need to send it to some kind of storage or consumer machine, if you want to keep the items.

(2 edits)




A design for always prioritized storage if possible before overflowing into your preferred "item destruction" method.
(it takes a while to unlock the Large Splitters & Mergers, but very worth it).
----
NOTE, if it wasn't obvious, you want the item destruction to be connected LAST on the INPUT-side, NOT the output-side, that would just constantly empty the storage.
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Idea. (partially inspired by: PainBaller's comment)
To make it easier to move multiple connections at the same time

On the (left?) side of the screen, there cold be temporary connection points (like 10+ points? up-gradable?), like the Big Merger/Splitters, where you could hook up several connections to (with some kind of marker icon, or a hover-preview of the machine it is connected to?), then you can move to the other side of the map, or wherever, and un-hook those connections to grab the connection-thread so you can attach it to the actual destination.

In that way, you can bring over maybe 10+ connections in one go, instead of making 10(x2) trips (back & forth) to do the same work.

------

Maybe some kind of "multi line" connection (similar to "Oxygen Not Included"s "Automation Ribbon" that can carry multiple signals in the same wire), just so it is easier to organize a "main buss" of resources across the map, without it looking like a drugged spider has been puking webs all over the place.

If anyone have suggestions for other games with "multi frequency cables", 
please post those suggestions here, for inspiration.

(6 edits) (+1)

Fun game
building or moving large ammounts of machines are difficult
also not being able to remove machines is a pain

you could add a inventory where machines removed from the map go so that storing machines works with the changing costs

You could also add a copy and paste feature to make building larger structures easier
Especially when going into late game mana crystal production with the hundreds of machines that need to be connected.  Mana Dust also becomes a mostly useless byproduct while silica dust has too little being made.

and hitting the throughput limit on the connections.

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As an FYI, the keyboard shortcuts are problematic for Dvorak users because they use the letter versus the scancode of the physical key. You almost certainly want KeyboardEvent.code which works in most modern browsers https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code#browser_comp...

I second the request to ditch the terrible font

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PLEASE!!!
#1: Make it possible to rotate the machines!
At least the splitters & mergers!
It would also be nice if they could be mirrored, so you don't HAVE to make a production chain always go that ---> way, but you can make it go back & forth.

------------

#2: It would also be nice with a hot-bar or/and inventory for machines not in use.
To to remove clutter from the build-environment and easier placement of machines.

#3: It would also be nice if you could maybe shift-click on a connection, to PICK-UP the line that is connected, instead of starting a new line from that terminal.
This is helpful for long cross-map spanning connections that you just want to move to another storage or machine, without having to pan back & forth across the map just to change it.

the second point you made is also something that I want.

I keep getting new machines before realizing that I already have it someplace else that is not being used, and now I suddenly have thirty or so splitters and mergers all grouped up in one spot waiting to be used.

Nice game

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I keep restarting cus my machine gets too complicated and I think I can do it "better" ^^; very addicting I love it

Amazing game so far! Most limitations can be figured out over time but one that I would like to ask is if there could be borderless fullscreen window support added? I like to swap between windows and when I have the windows version of the game open fullscreen it disappears when I want to check messages or work on a spreadsheet for the game.

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Items inside the machine are destroyed when the machine is moved. Is this a preference or a bug?

Preference personally.

I consider that to be a bug.
There is no reason why an inventory should be deleted just because you moved it.
And it makes it annoying to move around storages with valuable items, because you need to drain them to another storage (that you need to buy an excess of) just to be able to safely move the original storage.
It is just super inconvenient.

It's also a real shame connections are broken every time you move a machine.

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Fantastic game, had a lot of fun!

so apparently resetting disables the right click function...

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Moving machines with right click unlocks after the first few researches

I realized that after doing so, I just thought you could do it at base level, I was just being ignorant.

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It didnt take 4-6 hours. This took me about 3 days. I really liked the game, I wish you had a pipe module to keep wires really neat. If it were just 1 input and 1 output that would be great.

Another wishlist item would be a 3 input merger.

3rd, an upgrade that would make make splitters and mergers rotate priority between both outputs. if you had long chains of splitters or mergers, the top slot would take priority and could cause clogged chains down the line.

It was a really fun game, I liked that it had a realistic ending unlike other factory games.

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 I made an account just to comment on this game.

I curse you! I've spent HOURS and HOURS on this game!

I worked up to the phylactery, then back down, then back up to increase how fast I could get it.
I'm running 40 disharmonizers on air pumps full time. 30 go to gems 10 go purely to silica, the extra resources are all going to markets so hardly anything ever gets voided through abyssal doors.

I make one phylactery every 15 minutes, most of the waiting is silica powder and to solve this I need another 30-40 disharmonizers just for the powder which I will definitely do. 


Improvements I would like, mostly as endgame content:
-Blueprints as somebody said before (including connections)
-Mass move, I manually moved around SO MANY splitters/mergers (again including connections)
-Mass place/shift place so you don't have to go back and forth
-Pick up or delete machines
-Bigger splitter/mergers, with more ports, both in and out, this way more items can pass in a single tick (relevant) with big builds
-Overflow management, I made the thing where 1/128 of the items get sent to market until it is full but that takes up so much space and makes it really messy.
-Increase max zoom (zoom out)
-Selling price of items, once you have markets
-A way to move progress to windows version from browser. I went too far for my browser to handle before switching to windows.

Thanks for wasting my time <3 I haven't spent this much time on a game in a long time.

How is the lag in your factory? I havent timed how long it takes for 1 phylactery, but 2sec buildings are actually running 8sec because of lag for me.

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In browser it was terrible, as soon as I jumped over to windows version it was a lot better, then I doubled the size again and now it's back to 4-5 seconds for all 2s machines.

I looks like you're running almost exactly double the factory I am! I've got 19 air pumps feeding everything and churning out a phylactery every ~33 minutes. After I made my first, I sat down with pen and paper and worked through a bunch of diagrams trying to figure out exactly what input and intermediate resources each elemental chassis/immaculate soul/energized spark would require, and tried to optimize.

The biggest trouble I ran into was making sure each ingredient would be made at the correct rate, because it turns out balancing 3 sentient meats to 10 astral sheets to 4 balanced orbs et al is really awkward unless you're fully scaled up, and I wasn't quite ready to tackle that level of parallelization.

Thus, my factory is set up in three sections, with excess liquid curse from my chassis and sparks feeding my souls. Yours is so much better organized than mine - I love how cleanly the layout lets you see what each section is making, and how well you're gathering your excess to send to the markets. Well done!

(+3)

I like it but its bad for my peewee brain when I have to scale up and reorganize all my wires

(+7)

Selling price of every item in the game image

(+2)

Tip: Blood and weak gems from excess resources are probably the best to make coins. Other recipes are either unprofitable or too tedious to setup

Had to quit playing. The save system is bugged. I keep losing 15-20 minutes of progress whenever I load into the game. I kept hitting the save button 2-3 times but it doesn't matter.

What kind of operating system are you using and I guess you play in browser, right? I don't really support browser save files, but if you play on windows, you can send me the save file and I'll take a look.

Windows 11 and Edge browser....it's a work computer. No worries.

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I like it


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your wire system makes my brain happy wow

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After playing for a while I noticed a few big issues:

  1. You need to rebuild and scale your factory a lot, but the game doesn’t provide you any tools to do it quick. The obvious solution would be blueprints, which would allow to copy and paste your designs. One way to implement it would be having inventory to store owned machines. This would also allow to deconstruct unused machines instead of having to move them somewhere.
  2. You need to destroy excess resources, but you can’t set input/output priorities for mergeres/splitters. This leads to destroying either too much or not enough items most of the time.
  3. Mergers and splitters don’t consume/spread items evenly for each of it’s 2 inputs/outputs. This leads to entire factory working unevenly and eventually it can stop working completely. (Edit: The issue is only with mergers. Splitters DO spread items evenly, but mergers DO NOT consume evenly. Currently mergers will only consume from a single source until it’s dry)

At this point of the game I have only 1 research left which is create Immortality to finish the game. Right now my factory stopped working because of 2nd and 3rd issues, so I would need to rebuild it again. I hope the dev fixes it and adds some QoL in next update.

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skill ish i fear <3

I tried making a bus for items with mergers and splitters, but it works super slow. From 7 sub.markets, only last 1-2 seem to work, because for some reason the game takes coins only from them, while the others are clogged.

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in terms of 2,there is an in game solution:

This set up operates differently under different conditions:

- if both output are empty: then the top will take 98.5% of the items while the lower only takes 1.5%

- if  the top is blocked, then the out will take the full 100%

This is similar to the priority splitters that you wanted just with a little leakage

You can sacrifice more leakage for less space by including less columns.

I didn't uses this exact design but similar principle in many places in my factory with often a 1:7 ratio instead of 1:63 ratio and it worked pretty well.

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Quite smart indeed

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Its super fun.

energized spark costing 1 red coin seems unfair, I really wish there was a resource price in the description so I don't have to waste time guessing what's better to void and what put into the market, and what to stagger.

Great game overall though, minor issues make you fall out of the immersion though

This game is addictive lol

I am very very very like game,But i need chinese,please!!!!!!

(1 edit) (+5)

THE FACTORY MUST GROW!

Great game, here's a productive comment of my experience of your game, along with some suggestions...


(For what it's worth, I'm a game developer too):

My Experience:

  • I started playing on the HTML5 build, really liked the game, transferred my progress to the Windows version and had a great time all around. :)

What's good?

  • Your game has a really solid gameplay loop. The progression is balanced and I really like how the prices of the machines have this upside-down U curve if you were to place them on a graph.
  • The visuals are looking really clean. It's easy to differentiate the materials from their colors and the machines from their shapes.
  • It's a really good practice to make a HTML5 build of your game. Hats off to you.

What's not so good?

  • Some materials feel like they were added just to make the game longer and don't really have any use except for a single crafting recipe.
  • The background is a bit bland. This is understandable because I believe its generated on the go. Maybe you can try adding some areas with color and procedurally generating it only when a new game is started. This way, the colored areas don't change while continuing your playthrough.
  • The optimization needs some work. Here's what I found:
    • The framerate doesn't change when zooming or panning to emptier areas. This makes me think that the sprites are still loaded, even when the player is not looking at them.
    • Also, hovering over to the tabs to the right increases the framerate and hovering over the viewport (even while the area is empty and nothing is selected) decreases the framerate. This makes me think that the game is still checking for input on the viewport, even when you're not placing anything. (And maybe checking input every frame, instead of using a signal of some sorts, though I may be wrong... :)

What are some bugs?

  • There are some issues with display scaling. I believe it's the game engine's fault, as it tries to scale with the screen resolution. It's up to you, but I recommend allowing hiDPI (or your engine's equivalent) and setting the stretching mode to "expand viewport" (or your engine's equivalent). This will also make your game support widescreen resolutions. You said in a devlog that the text cannot be resized due to technical reasons. That's fine, hopefully this fixes the scaling of the sprites.
  • Sometimes the mouse clicks are ignored, especially while the framerate is low.

What are some suggestions?

  • While placing multiple instances of a machine, instead of opening the machines menu every time, maybe you can hold control to keep on placing instances of that machine. Think of it like the building placing mechanism in Age of Empires.
  • You can add a mechanism to "transfer" progress from the HTML5 version to the Windows version. I did this by copying and pasting the contents of the "save.ini" web cookie to the "save.ini" file in AppData. In the next update having a simple import/export progress tab can allow most players to do this. It would ideally copy the contents of the "save.ini" to the clipboard, so that it can be pasted and imported to the Windows version. This will also allow players to share their factories with each other. Just keep in mind that HTML5 builds on itch have some clipboard permission restrictions, that you would need to get around using javascript.

Is that image your factory?

  • Yes. This is my tiny humble factory. :)
  • To show it in whole, I had to stitch lots of screenshots.
  • It tightly covers an impressive area of almost 200x100 squares, while featuring thousands of stored materials. The save file for this factory alone is over a megabyte in size.
  • I tried to keep it extremely tidy, while labelling all crafting input materials and adding logic gates to easily deal with any materials overflowing. The material crafting progression goes from left to right and almost no materials are wasted by storing each of them in massive containers that hold around 500 materials each.
  • This is right before I started building the "Ritual Infuser", which ends the game. You did a great job with your game, so I took my sweet time growing the factory. I encourage any other player to make a bigger and more feature-full factory. Maybe a worthy-opponent will show up. :)
  • Thank you for your game, KorbohneD. I don't usually leave comments on itch, but I felt like your game truly deserves recognition and a detailed feedback comment like this. Feel free to ask any questions regarding my suggestions. :)

sweet build brother. here is a snip of my spaghetti image.png

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dark mode pls

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Well. I kinda in progress. Right now I maded everything important modular and possible to expand indefinetly. Maybe there will be problem with speed of item transfer, but it goes very nicely right now

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I really like automation game, and this one gave me everything I wanted. It just becomes hard to manage item flow during the game. And also I did not found shortcut to move the camera, it can help to manage the view and everything.

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I think the game needs a better way to handle overflows. With so many interconnected systems its way too hard to perfectly balance the outputs.

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I used slplitter on the start of the vault. So if it cant go to vault it goes to destructor. It's not perfect, if you arent overflowing it voids half of recourses, but it works.

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Dude i need a other Font in the Settings for us that cant read Minecraft.

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game gets confusing to me  when so many upgrades are going on 

(+8)

I feel like moving a machine when it has resources in it shouldn't destroy the items?

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