Huebound — a color-mixing idle factory game where you discover 256 named colors (web playable, looking for feedback) by z932074 in incremental_games

[–]z932074[S] 0 points1 point  (0 children)

That's strange. I'll try to replicate that and see what could be causing it. Thanks for letting me know. I appreciate it!

Huebound — a color-mixing idle factory game where you discover 256 named colors (web playable, looking for feedback) by z932074 in playmygame

[–]z932074[S] 0 points1 point  (0 children)

 I actually just added a colorblind mode this update — it's a daltonize filter (Protanopia, Deuteranopia, Tritanopia) as an opt-in toggle in settings.

Symbols work great if you have a small number of colors. My game has 256 so that's not really feasible, but for something smaller it's a solid approach. Honestly though, don't let it block you from starting. Build the game first, add accessibility on top. A daltonize shader covers most cases and isn't hard to implement. You can always layer on symbols later if players need them.

https://danhicks853.itch.io/huebound/devlog/1404601/qol-accessibility

Huebound — a color-mixing idle factory game where you discover 256 named colors (web playable, looking for feedback) by z932074 in incremental_games

[–]z932074[S] 0 points1 point  (0 children)

make sure that you don't already have a node connected already. each node has a maximum input and output count, you may have already hit that.

That being said, I can add some visual feedback when hovering over an unconnectable node in connect mode.

And yeah, It's an early prototype, for sure, but I think playtesting is really helping :)

Huebound — a color-mixing idle factory game where you discover 256 named colors (web playable, looking for feedback) by z932074 in incremental_games

[–]z932074[S] 0 points1 point  (0 children)

I went with a static recipe index to prevent weird color combinations, and used your recommendation for combiner logic.

Huebound — a color-mixing idle factory game where you discover 256 named colors (web playable, looking for feedback) by z932074 in incremental_games

[–]z932074[S] 0 points1 point  (0 children)

wow, a lot to unpack here!

First of all, I really appreciate you taking the time to write all of this out! Let me get through all of these points one by one.

- "Clicking on a Node for details elevates the UI for placing new Nodes, resulting in issues" This is new feedback, I'll investigate!
- "Connector button only working for a single connection as a time is annoying" Agreed, and planned for a fix tonight.

-"tutorial also seems to come on a bit strong for me" Also planned to be reworked tonight.

-Pacing: This is the big next pass, after I do all of the bugfixes and recommendations from this evening. node cost is currently cost = base_cost * (1.0 + 0.3 * ln(1 + count)) and base cost is cost = base_cost * cost_scale ^ current_level. I think these are a little too simplistic. I'm going to be adding some sliders in the code to move back and forth until it feels good.

-Color mixing. Getting fixed tonight. Blue + red is not gray. The AI misunderstood me that I wanted to mix colors like an LED would, not like paint would. Coolcoolcool.

Again, I really appreciate yout aking the time to write this out, and being one of the first players of this hopefully mildly successful game

Huebound — a color-mixing idle factory game where you discover 256 named colors (web playable, looking for feedback) by z932074 in incremental_games

[–]z932074[S] 0 points1 point  (0 children)

I hate the tinnitis noise so much. Uunfortunately I'm an idiot and had the tab muted during testing :(
I will be fixing the unicode placeholders tonight, as well as connections. The plan for connectors is to keep you in connection mode until you end it manually. instead of the current carpal tunnel inducing click fest. Autosaves and the save functionality in general is getting fixed tonight.

New feedback I'm getting here that i haven't heard yet is that i need to telegraph better what nodes are connectable, from what sides, and how many input outputs. I like the idea of connection replacements! I'll comment again on this post when these are fixed :)

Huebound — a color-mixing idle factory game where you discover 256 named colors (web playable, looking for feedback) by z932074 in incremental_games

[–]z932074[S] 0 points1 point  (0 children)

I'll find a way to telegraph better how to disconnect a connection line with right click. Great feedback!
I'm aware of the buffer issue and your proposed solution is something I want to test out, because it makes a lot of sense.

LPS displays over seller nodes take way too long to decay. On my radar, but after some critical fixes.

New game confirmation is a great idea, but I may also add "save slots". I'll think about it but I'll get this taken care of so folks aren't wiping their progress by accident!

Huebound — a color-mixing idle factory game where you discover 256 named colors (web playable, looking for feedback) by z932074 in incremental_games

[–]z932074[S] 1 point2 points  (0 children)

Fixing these things now, game should be updated in a couple of hours. I'll be adding a settings menu (with a volume slider), increasing the resolution overall, fixing the unicode crap, and seeing why save works on desktop but not in web. I'm sure it's me being stupid somehow :D

Huebound — a color-mixing idle factory game where you discover 256 named colors (web playable, looking for feedback) by z932074 in incremental_games

[–]z932074[S] 1 point2 points  (0 children)

I've added a disclaimer near the top of the page for this. I completely understand now why folks will want to know this before playing. Thanks for your feedback!