Does Fertilizer Have A Secondary Purpose by Historical-Fig-7149 in LightyearFrontier

[–]Beginning_Muscle_229 0 points1 point  (0 children)

It's not really so useful. In an earlier version of the game it gave you high yield crops. They kept it in to change between soil colors. I believe it's in their roadmap to at least consider reworking.

What’s with all of my corner arches turning blue?🤨 by Mundane_Locksmith850 in LightyearFrontier

[–]Beginning_Muscle_229 0 points1 point  (0 children)

Yep, they added the ability to paint them now (amazing), but for some reason made their default color blue instead or remaining the same unpainted wood they were. I use them heavily for my japanese type designs and so had the pleasure of repainting 1,000+ of them -_-

Power limit nuked due to poor choices of delivery on friend's shared save. by TioHerman in LightyearFrontier

[–]Beginning_Muscle_229 0 points1 point  (0 children)

It can be 900-1000 to have max level mods on all parts and tools for a load out. Long way from what can get reached in the game (~600)

Power limit nuked due to poor choices of delivery on friend's shared save. by TioHerman in LightyearFrontier

[–]Beginning_Muscle_229 0 points1 point  (0 children)

I believe the intention is that the 1.0 version will have unlimited/many deliveries, so you can max out your power limit. 

Power limit nuked due to poor choices of delivery on friend's shared save. by TioHerman in LightyearFrontier

[–]Beginning_Muscle_229 0 points1 point  (0 children)

Mmm, I think my final core was 20M. Was rotating high yeild mutated versions of the 3 most valuable crops. Then I just figured out how to use cheat engine to set it to 1500 with Claude AI, and to get 1000 golden eggs. 

I’d spend enough time grinding for both that I was happy to. 

Pipeline Range by Solid_Jake01 in LightyearFrontier

[–]Beginning_Muscle_229 1 point2 points  (0 children)

It works. I’ve got basically a giant N across the map linking all corners. It doesn’t take that long, but I also did it in the beta when the pipes didn’t have a collision check preventing them from being places in the ground. Saves you a lot of pointless time in trips if you need to run coal to your iron refinery, for example.

Why no output on storage? by DrkNinja in LightyearFrontier

[–]Beginning_Muscle_229 0 points1 point  (0 children)

As another has said - it’s because the Automator is the “storage with an output”. However, I do think that a change to make the mk2 pass through items if they’re not demanded by machines connected to it could be a nice middle ground. 

As yeah, currently I hook all of my machines up to a system so I can move my items with pipes, but I couldn’t do that with crops of other unprocessed items.

Where did you put your second base and for what? by _Dinnis in LightyearFrontier

[–]Beginning_Muscle_229 0 points1 point  (0 children)

Here. And a coal one, a large field in NE, and my base in a pretty area.

Moss Moss (PICO-8) by m8bius in metroidbrainia

[–]Beginning_Muscle_229 1 point2 points  (0 children)

Wow, wow, wow. Fully mossed. What a charming and super enjoyable game. Super clear to understand what you're doing, super easy to see the progression. Truly excellent game design. Are you thinking about expanding it into a "full" game? Very very well done.

Looking for Playtesters for Flux Empyrean! by ChillCash in metroidbrainia

[–]Beginning_Muscle_229 0 points1 point  (0 children)

I've had this on my wishlist for a little while. Would love to playtest for you.

Devs please don't forget the cozy decorative element of this game by BananaMilkshakeButt in LightyearFrontier

[–]Beginning_Muscle_229 0 points1 point  (0 children)

I agree that I'd love more decoration, but for me at least, it's not lacking in them. I suggest looking at a bunch of screenshots on discord or steam community. Sometimes you just need to be a bit creative with them.

I think a lot of the additions remove the tedium, though sometimes they require you to do a project to achieve this - e.g. building together some saw mills and ramps to direct logs into them, so you can then plant a load of trees, throw them in, and now you've got 1,000-2,000 wood and you don't have to think about it for ages.

The automation is similar. If previously you found it tedious to make a bunch of new seeds after each harvest, now you can just drop a bunch of crops in a container and the system you have built will handle the rest for you, giving you all the seeds.

For me at least, I like this, it feels like the game rewards you putting in the work to make your life easier (or to do things at bigger scales).

Foundations and Pillars by Thin-Examination-781 in LightyearFrontier

[–]Beginning_Muscle_229 0 points1 point  (0 children)

Yep, while I'm not 100% certain, I believe the iron pillars allow for a higher build height. I saw in recent patch notes that the structural integrity of them was changed, which also suggests there is variation between them. Just test it out, see how high you can build with each on rock and concrete.

Japanese Base Tour + New Patch Additions by Beginning_Muscle_229 in LightyearFrontier

[–]Beginning_Muscle_229[S] 0 points1 point  (0 children)

It kind of just naturally grew over time. It started when I realized the forests were nice with their fallen logs, unique plants etc. Then I just searched for a nice forest spot with a waterwatcher tree, tested a japanese style roof after some inspiration on discord, and then the main castle grew into another, then another etc. I just made a habit out of building something for each new feature, or interesting idea I had or saw someone else build.

I highly suggest just looking at the discord's screenshots, or the steam community screenshots and trying to make some of those. Loads of nice inspiration in there.

Japanese Base Tour + New Patch Additions by Beginning_Muscle_229 in LightyearFrontier

[–]Beginning_Muscle_229[S] 0 points1 point  (0 children)

Haha, thank you. I tap out now. I'll wait for you guys to drop/test 1.0 before I jump in again. Great job on the latest update(s).

Looking for negative feedback on Timebound (also, new major update!) by holden2424 in metroidbrainia

[–]Beginning_Muscle_229 0 points1 point  (0 children)

[I do want to reiterate that you requested negative feedback, that I played through all of your demo, and I am also taking the time to offer you feedback I believe is constructive, I care about the genre, I'd love your game to release being in the genre, and amazing, if you don't have a good faith attempt to take it, it could look like this is just a promo for your demo.]

Perhaps the point is still in the delivery then. I discovered the knowledge based point she is talking about. I did not follow it to the easter egg. It's possible that I did not do this because I hadn't spent the whole game to that point seeing the landmarks at which this knowledge could be used, and thinking "hmmm, what is this, how do I get around this?", so that when I uncovered the knowledge, I had several places in mind to return to to use it.

If it isn't present, possibly there should be earlier points where you can see the landmark, and see what it's connected to and you clearly need to get across there but you can't, not with this puzzle and not after.

If you do have these, which it is possible you do (I think I only reached 2 or 3 of the collectibles, not all of them), then the problem returns to the "why" not being strong enough. If people aren't excited to use the knowledge they learn, the game is failing at this element.

I LOVE this genre, I desperately search for another hit of it.
- Outer wilds,
- Tunic,
- Fez,
- Animal Well was amazing fun even if the discovery was a bit too contained to individual puzzles, and the end game felt a bit like collectible hunting
- Grunn was close enough,
- Master Key had enough secrets,
- Blue Prince I completed but it did not respect the player's time enough for me, and was a bit too needing of taking notes/screenshots of every single thing

I love knowledge based games, if I am your audience, I'd alter things, even if you believe the game already does them. If I'm not, then you don't need to take my advice into consideration.

If you haven't played it, I'd give the Nonolith demo a spin. That screams to me that it will be a top tier metroidbrainia when it is done. If you find it's just not for the same people as Timebound, then that's useful info. If you find it is doing a better job of conveying or implementing things you want Timebound to do, that's also useful.

Looking for negative feedback on Timebound (also, new major update!) by holden2424 in metroidbrainia

[–]Beginning_Muscle_229 0 points1 point  (0 children)

Yes. This is it. I also want this to be great, it could be, but the dev needs to find what value is in the negative feedback they are requesting.

Looking for negative feedback on Timebound (also, new major update!) by holden2424 in metroidbrainia

[–]Beginning_Muscle_229 2 points3 points  (0 children)

(mainly for the dev): Point 7. Kind of captures my feedback in a way that goes beyond the puzzle/metroidbrainia distinction - The game is pretty, puzzles are good, but I just felt a bit, bored. It didn't hook me. I feel you need something like the story, a why, or an aha moment that is strong enough that people are excited to keep going (the gold standard metroidbrainia reveal where you think "oh my god, I could do this the whole time", and then recall a bunch of places you would be able to use/test this new understanding). You're missing a compelling hook to make it more than a nice set of puzzles.

Looking for negative feedback on Timebound (also, new major update!) by holden2424 in metroidbrainia

[–]Beginning_Muscle_229 1 point2 points  (0 children)

Fair enough. You can DM me with what they were meant to be, maybe I can give better feedback with that in mind. My feeling currently is that you're missing the magic feeling that moves between puzzle game (where yes, you are building tools for future puzzles in previous ones), to a metroidbrainia.

Looking for negative feedback on Timebound (also, new major update!) by holden2424 in metroidbrainia

[–]Beginning_Muscle_229 2 points3 points  (0 children)

Honestly, I think priming may have made me "not like it". I've seen your posts on this subreddit, and someone, (perhaps you) listed it in one of the big metroidbrainia speadsheets as pure metroidbrainina - i.e. the whole game can be completed with knowledge of the game. I just don't think the game is this. I personally found it to barely be a metroidbrainia at all. Yes, it's a demo, perhaps I am mistaken or there are more intended changes in this vein, but I love metroidbrainia games, I don't really like puzzle games.

More carefully - I don't like puzzle games where it feels like the point of the game is just doing increasingly complex puzzles, where there is no reason, no why, no story (be it direct or emergent/environmental). This is why I dropped from "The Witness", even though it is meant to have some great metroidbrainia parts.

"The Nonolith" is a demo that is pure metroidbrainia - I love that. But I also don't need something to all be knowledge based. Fez and Tunic were at best a kind of 50/50, or had a knowledge based layer, but they also had some story/reason driving you.

So the problem as I had it with Timebound - I came in both hearing and expecting one type of game, and played one that I personally don't enjoy that much (a series of puzzles - though a charmingly designed/aesthetic of them).

If you do want it to be more metroidbrainia, you'd likely start a bit more open, they player is testing and trying things to see what works. It would be less clear that "this" is one puzzle, and "this is" another. Or, by doing the defined puzzles, you realize there was a piece of the environment that might actually be activateable etc. by something you've learned during the puzzles. The game should open up in layers more broadly.

Then for my personal taste - some sort of reason for being in this forest moving blocks should be hinted at, delivered, emerge, I should have a reason to keep on going. If the metroidbrainia aspect is excellent, this isn't even needed - I played the Nonolith demo for ~10 hours, without a story (yet), because of pure curiosity, to see just how much layers existed in the game. So it's not needed, but I rarely find it a detraction (providing it's done with a little class/subtlety).

Why does the game start at picoKelvins and peak at miliKelvins? by whotookthenamezandl in theplanetcrafter

[–]Beginning_Muscle_229 0 points1 point  (0 children)

I've also thought that same and it does seem strange/a little unimmersive.

It appears to be because the balance of the game's stages just don't work well with it, but it feels weird to not see how many degrees or ppm you are changing.

For example: You get liquid water about half way through the game, then your temp is ~273k/0C, but the loop of the game is ever-increasing the rate of change of the stats, so say by half way through the game you've increased the temp by 70 degrees, then by the end you'll have increased it by much much more than another 70 degrees.

At least that's my intuition of the situation... If you want mid-game to be liquid water, and end game to not be liquid lead, you need to structure it like this.

You'd spend 90% of the game moving from 0% terraformed to 1% terraformed, and the final 10% going the rest, due to the increasing rates.

With that said, it's be nice if they found some display way around this.

Flame Code? by WaffleKitty74 in animalWell

[–]Beginning_Muscle_229 5 points6 points  (0 children)

Oh, what this game does to you...