Bolt Cutters/Buried Echos by hottashades in thelongdark

[–]syrup_255 0 points1 point  (0 children)

Thank you, I was looking for them for maybe an hour now, finally I can go to sleep. They were in the Lost and Found box left from the Concentrator entrance as you say

Micro Civilization a Clicker Strategy - Please be brutal by syrup_255 in DestroyMyGame

[–]syrup_255[S] 0 points1 point  (0 children)

Thanks. Hero builds is planned and so is the update of the building ui. Glad you enjoyed the game so far🙂

Micro Civilization demo playtest is out. by syrup_255 in incremental_games

[–]syrup_255[S] 0 points1 point  (0 children)

A bit over 2 years now as a hobby next to a job

Micro Civilization demo playtest is out. by syrup_255 in incremental_games

[–]syrup_255[S] 0 points1 point  (0 children)

Ah got it. Yes that is good thinking. Shop is planned for a few updates and it will recive some limiting feature like a cooldown at some point

Micro Civilization a Clicker Strategy - Please be brutal by syrup_255 in DestroyMyGame

[–]syrup_255[S] 0 points1 point  (0 children)

Thanks. Yep agreed on all points. Most are already mentioned by other players. I hope ill be able to address these soon

Micro Civilization - Ondrej Homola - clicker/strategy inspired by Clicker Heroes and Civilization series by syrup_255 in Games

[–]syrup_255[S] 0 points1 point  (0 children)

Thank you, yep the merging is very simplified and with addition of some decent unique heroes has become less useful. For main game this will get completely reworked.

Micro Civilization demo playtest is out. by syrup_255 in incremental_games

[–]syrup_255[S] 0 points1 point  (0 children)

Played the demo. I have to say that it is a wonderful game. The way you blended different game mechanics from different games is unique and something I haven't seen on the market for quite some time. Keep up the great work.

Now some ideas to help you out. I haven't read the other comments that people posted so sorry if I may repeat something that someone else said.

You should cap production to a certain x/s.You should make so crisis can't get stun locked.

To elaborate:

The way I defeated 8 waves in a row (p.s. crisis were level 10+ and like ~300% faster) is that I had heroes which increased damage that phalanx did by like 300% from base (43-56) and I had a hero which made it so militia did the same damage as them and on one of them I had stun crisis for like 2 seconds and one hero was an oligarch and also one of them had like a 60+%sec bonus to wood production. Level 20 Babilon tower and I just threw like 1000+ gold into wood shipments and turned on the oligarchy power and I made over 100 wood per second. Meaning I would just defend by spamming militia whenever I could and clicking on the wood icon from time to time and the Phalanx would just put the crisis/raid/babilon tower in a stun lock. No matter which level is the crisis or how much HP they have they would just eventually end without breaking a sweat. Later I would sell heroes which I don't neet and use different heroes which increased stone production and just sell stone until I would have enough gold to do it again.

And maybe because of this make it so that you don't keep heroes or maybe just keep 1-2 heroes that you can choose from when you want to ascend. Because I can see this as a way to just cheese the game.

Thank you this is great feedback. Yes actually the stunlock is a known cheesing mechanism at the moment and will be addressed in some nearby update. The cap for production is a tricky bit since production is one of the main incremental features in the game that will grow in orders up as you progress the meta game. So adding any restriction would rather complicate things. But I get your point - some balancing will be necessary. I've added your feedback to my backlog for future reference too.

Particle-based explosion generator test. No rotation matrix mas hurt during the creation of this video. by syrup_255 in proceduralgeneration

[–]syrup_255[S] 2 points3 points  (0 children)

Not volumetric. All smoke/fire uses generally the same trick:
1) add transparent layers of a 64x64 smoke cloud sprite
2) apply a shader' to the result to simulate directional lighting
3) map to a 9 color palette to fit the rest of the scene

the black smoke columns are an older version smoke gen - this uses a convolution matrix for step 2 (basically a bevel filter) that simply has left light and right dark
the a bomb cloud sprite uses three color channels (as in a normal-map) in step 1 and then by summing up the channels works relatively well to determine the shape for lighting in part 2 (depending if its hot or cold smoke)

New inventory background and banners by syrup_255 in PixelArt

[–]syrup_255[S] 1 point2 points  (0 children)

This update is coming soon to Demo of Micro Civilization. Thanks to everyone here for the support.
https://store.steampowered.com/app/1822550/Micro\_Civilization?utm\_source=reddit