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Useless Item Feature And Adding back Time speedups (for Probes)

Overclocking is completely useless as using it past terraforming is just not worth it at all. not much to say after that

time speeds up would be a great addition to add again mostly because of probe times being 56 days. instead of calling them time speed ups it should be Probe Drive Fuel so that it can go faster maybe like 1 or 2 hours, the cost should be expensive as it would be a late game item. Probe Drive Fuel should not appear on the shop menu until late game as it would cramp up the already tight shop menu.

i want to reply to this because i suggested a lot and if u want i can just make a google document about all the suggestions for the game i have.

We have mega-structures and giga-structures but what about cluster-structures? it feels tiring to go into a cluster and conquer the entire cluster especially for there to be 1000+ galaxies.

now it wouldn't be necessary to "progress" but, it would be beneficial when your trying to get more DR points for the next dimension.

It should be expensive and the cost and production should vary by Galaxy, and Ferromagnetic Material, dark matter should increase production (i don't know how you would implement systems and planets tho)

The look for it should be just the giga-structure there's not much to say about it as a giant sphere or dome around it wouldn't make sense (Scientifically)

Cluster killers should be a thing but it should warn the player before doing it because u can do a galaxy and it would be fine but losing a cluster and u lose 1000 galaxy's+ (for those have stuff that's saved in there they don't want to destroy)

Found A Bug When Searching for clusters if u press the send all button repeatedly (if u have no probes) it goes into the "negatives" and sends phantom probes. (it still uses plutonium so its not crazy broken)

Habitable Planets Should Exist in the next update as it would add to the exploration and be more enticing to find one.

They should only appear if they have earth-like conditions and are in safe pressure and temperature zone

u should also make it that its not guaranteed to find a earth-like planet based on the above more like a 50/50 (its on you) and that the earth-like planet is either fully vegetated, half vegetated, or very little vegetation (kinda like if it was starting to grow vegetation on the planet or it was already finished)

Kinda of a side thing would be cool to see is city lights on a very rare occasion when zooming into or shift-clicking on a planet to see people living there it would make the game more "alive" because were the only one zooming around in 4 ships blowing up green, red, blue blobs

(oh and before i end this off when u shift-click it should open a little "interplanetary system" in which you can find moons and whatever you can think, also adding moons would add a bit more to gas giants as there entire purpose is just existing to be gold mined :'( if u want some crazy ideas about moons or something i can talk about it)

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I wanted to follow up on the whole people thing as i like the idea and what to talk a little more about and explain more of it.

(for helixteus "lore") The helix's should be a universal enemy in all universes the reason there lost ships is that the "people" on the ship died from helix's, the people on the planets are "before interplanetary" so that's why they are not getting attacked by the helix's

(for the actual idea lol) Like i said with the people thing with city lights. there should be 3 stages of lights

1. Primitive (Dim)

2. Industrial (Brighter)

3. Future  (Brightest(Possibility to see but should be extremely low chance to find due to helix's destroying planets with space age technology))

This idea should only be cosmetic and for exploration purpose and should not effect gameplay due to actual planets having people and then destroying it lowering Ur reputation and a bunch of other mechanics.

i think another planet design would be a bombarded planet, basically a planet with a bunch of craters on its surface making the exploration a little more realistic as that planet might of have had space tech on it but has been destroyed.

bombarded planets, and planets with life should work like this, number x universe age = lower chance of finding planets with people, higher chance for planets with a mix of industrial and future, higher chance for bombarded planets.

i think this is a great idea (even tho what I'm saying right now is purely cosmetic) and in the future it can be used as game function to add people, reputation, and maybe even factions.

I ran into a weird glitch twice so far where if I press the terraform for mining on a planet, it won't do anything, but once I zoom out it shows the planet terraformed, but no progress.

Upgrading the mines does nothing.

I cannot recall if the first time was done with the planet under the influence of a central business system upgrade, but the second time I can confirm it was under the sphere of influence of one before I terraformed it to a mining planet.

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its been a known glitch for awhile as mining drills are not the most stable what You must do is

-Save ur game by exiting

-Leave the game

-Rejoin the game and enter the save file and the stone should be swirling in

hope that helps.

Hello, been loving your game, SUPER addicting.

One small problem is I would like to be able to turn off the big fat building content window on the star-system level map, as when building on multiple stars they start to clog up the view and them disappearing when hovering over a star isn't much use.

I am curious if you are looking for artists for work on the unfinished icons in your game. I would be interested in trying my hand at making some for you for free (Good practice for myself.)

Lastly, what button is used for dashing in caves?

(+1)

"Space" on PC but be careful because if u dash into cave walls u can suffocate.

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Hello! Currently I'm already paying an artist to redraw everything, but I could potentially be interested in a free concept artist for my current artist to base their drawings on for the final product. If you're interested we can discuss this further on Discord or another platform.

Dead Or Alive?

Alive, and I apologize, last several days have had some annoyances including migraines to deal with.

I worked on a few crude concept drawings and I could share them sometime. A few concepts for a few buildings, and one for the Titanium pickaxe.

Cool! Looking forward to your drawings

General question(s).

1- do u have any plans to add this to steam (and when)

2- do u plan to give this game up? (i mean developing)

3- i forgot the third question but i really like this game

It will definitely go on Steam, but I don't know when. I don't understand your second question

as in stop updating the game.

That will surely happen one day, but as with anything, I don't know when

Hi! I've just softlocked my save by getting naninf SP, and i did that without even leaving my home planet. I don't have second universe so i cannot prestige, and commands aren't helping.
I remember playing helixteus 2 on my old pc, back in childhood... now, i've returned to a brand new game, which surprised me.
And as a person who killed "completed" the game, i have found many different bugs, and have many ideas (and i'm talking about unlockable QoL ideas, not game changing ones, because i repeated some things so many times)
Let me know if you need a feedback, or just a bug list. Maybe there are some new unadressed bugs. I also have screenshots of most of them, and the way of replication.
Overall i liked the game, but i can't really recommend it to my friends because of sheer amount of repitativity (idk if this word even exists).
The game blossoms after many iterations of first prestige layers, which requires a lot of patience. Nevertherless, i see great potential in this game. It could be one of the best idle games i've ever played, but the top already taken by games with a lot of QoL and better player experience. (I know it's early access lol)
p.s. would be great if someone adviced me a way to unsoftlock myself. I want to break the game even further.

Hello! Yes I would love to get all the feedback and bugs I can get.

Glad ur still working on the game apple i pray to the lord your ok and that ur doing great in life.

still playing the game btw just playing on steam via non steam game.

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Yeah, it's good that you're still working on the game. I should mention that most of the bugs are related to overflow of some values; And that possibly my mess of a text wouldn't be useful at all, but i tried :D. Also spoilter alert.
This will be the block for bugs related to different overflows.
For example, after increasing G and e too much, or increasing dark energy and visiting the cluster with most dark matter, the planets are so big that they overflow in negative numbers, BUT, they still give 1e80+ stone for free. Terraforming such planets cam kill the run by turning some of the values to NaNm. Systems, in which these planets are situated, covered in white and you can't see.
At these values of G and e (and probably dark matter, too) everything starts to break. For example, overlay function stops being useful, because the points are very small even with the largest point size. Difficulty can be nanm too. My current savefile galaxy view is just plain purple for some reason, and i can't do anything with it. When i click on this purple thing, it just throws me to empty solar system with gray taint on the screen, constant "Enemies" tooltip and 0 enemies. Home system is fine, though.
When your crystals are at naninf, you can increase the value of any crystal upgrade indefinite amount of times.
At very fast mining speeds, mining stops working. It just does nothing, giving set amount of stone, less than it normally should.
I think this is all with overflows, can't say i've seen many "normal" bugs, but still.
In one of my runs, for some reason, elements, needed for making mythril, were getting via atom manipulation from stone in VERY small quantities. While i was getting 1e16 silicon, these 3 were at 0.00005. I still don't know how i fixed it, but it seems like it fixed itself with time. All other elements were fine, and only these 3 were affected.
Also, there was this annoying bug with atom manipulation, when you put the slider to the maximum value, it says "insufficient resource", because it adds a bit more resources than you actually have.
The upgrade whish allows city centres to accelerate time, often just overrides time speed of the universe when it comes to mining, making it a debuff. I think this happens at certain threshold, which i couldn't detect.
Upgrading city centre zone coverage on big planets too much making lag spikes when you hover the mouse over it. Annoying.
I think that's it? I think so.
I was playing this game on the very weak PC first time, so i experienced a lot of performance issues. I don't actually know if you should focus on FPS and optimization at this moment. but i'll still describe my issues.
So... i was playing in 20 fps mostly. It really slows everything, and mining too. But after some time i noticed that if you enter mining mode and then go to research tree and exit it, fps when mining will be significantly higher, and the difference depends on the planet size. Also, entering the planets (especially, big ones) with high % coverage with materials such as helium or water, loading time is really more like a lag spike.
Also, when building gigastructures, for some reason, whole cluster is updating, which is causing a lot of lags too. 
When the planet is big and there are many building on it, progressbars of every building causes much lag, too (glass furnaces, stone crushers, etc.)
Possible bug - you can use the discount of one city centre on other, making more overall discount.

Now, to UI feedback.
Sometimes, you can't really aim the star and with it the megastructure on it. If you open the stars list, and then choose a star there, it will open gigastructure's menu, but star list will stay and overlap structure's menu, which is very annoying too.
Bookmark feature is great and all, but most of the time i found myself struggling with it, meaning not opening it at first attempt, fiddling with its sliding feature every time and such. I don't really know how to describe it, but i tried my best.
Honestly, two most needed buttons in the whole game are "Sell all" and "Buy all needed", i think those two would decrease my amount of clicks hundred-fold, lol.
IDK, i don't want to complain about UI much, but even in my latest hours of playing this game, i can't say that i used to it. I always mixed buttons up, clicking the inventory instead of shop and so on. (I opened the shop to buy materials, not inventory)
Add a ability to use overlay in cluster view, and an ability to filter with overlay systems based on planet features (e.g size, VERY useful to find an early food for planet eater). I think it shouldn't be that heavy on the performance.

Now, to (useless) game mechanics feedback.
I never actually used rover or fighthing, only time was my first prestige when i misread the description of the "a" hit chance variable, and made it 0.1, i actually was forced to level u my ships to hit the enemy, lol... so i'd appreciate more detailed text descriptions in that area of the game, because some of them are unclear (e.g Universe exp), and maybe also way to reset and unsoftlock yourself from changing some important values too much.
Rover is pretty fun, but for a limited amount of time. Hence, all of the crafting related to rover is obsolete, too. One of the main limitations is RNG of the cave size,  when you're in your peak you wouldnt actually try to find new caves with adequate floor amount, you'd spend your time at something more profitable. Fighthing - most of the times it really was just about waiting at cosmoport afk exp, and after that - conquering the easiest cluster with easiest galaxy with easiest system and so on lol, and after that, fighters.
Greenhouses (and biology/chemistry in general) are useless. It's fun, but useless. Maybe it's me, but i didn't ever found any xeon or neon lakes. Metals are easier to buy or get from atom manipulation, so why bother.
Old stuff leaved by the aliens (or how do you call spaceports and fusion reactors) is ALMOST useless. Main concern is the fact that you need to find something to build it - and it's separate for every tier. This makes this feature almost useless (imagine trying to find it for the 50-th time lmao), unless you find good planet in early game. And i never really seen 4-th and 5-th tier buildings, and i don't think i'd ever need that.
So i always decreased the age of universe (and difficulty) for free probe points.

Now, to gameplay feedback.
I liked the gameplay, but only if we're talking about distilling all the grind and repeatability from it.
What i mean - yeah, i liked how my numbers grew, how the progress went, but i repeated some of the "cycles" so much, that i really needed a break from the game sometimes.
First walkthrough is fine - you still discover the game, but 5-th and 10-th and so on can be very painful.
MAIN THING I WANT IS SELL ALL/BUY ALL buttons. Maybe, make a list of QoL upgrades, that you can unlock for op points or something else, to make these appear after some walkthroughs.
I think that it may include such things as:
Start money. Start grinding for money is always the same - mining, and h seems like it's useful only for boosting the early game money farm via mining.
Your first system/planet/galaxy are conquered. It's just a pain.
Said above buy all/sell all.
Applied mining liquid at the start (idk about this lol :D, but maybe?)
Buyed pickaxe at the start/autobuy highest available pickaxe/autosell of the mined stuff.
Starting energy (? not sure too)
Every feature described above tries to make the repetative parts of the game skipped or heavily easened to ensure smooth game experience.
Let's look at one popular incremental idle - for example, Antimatter Dimensions. IDK if you played it, but if so, you'd understand.
You struggle doing some thing in your first prestiges, but after a lot of these, it's just skipped (autoupgraded, or heavily easened) because you'd easily do that, but it will take many unnecessary clicks. In this sense, prestige layers are not feeling as prestige layers, especially your first one. Honestly, when i read the description of the game, and noticed the fact that it has two prestige layers - i was really surprised and thought "i mean, that makes sense lol".

Now, to the endgame gameplay feedback.
After some time, gameplay distills to:
Start. Find an aurora. If not present or start planet, dig somewhere, fast research of planet control, find an aurora. Dig at the aurora, make uber-boosted energy and lab at the aurora, etc etc, and theen, it becomes: find the galaxy with just right amount of zeros at the dark matter. At this part, you really want a double-value overlay, to make it find galaxies in range of two values (amount of systems and dark matter e.g.)
It's just an annoying part - you need to check every other galaxy to check if you can afford this galaxy to push money/energy/sp, or it's just too weak to push you at all. You need to repeat this process, while ignoring 0.0001 dark matter galaxies. Overlay helps, but not too much.
So i thought about the possibility of mass-gigastructuring galaxies based on values, but i'm not sure about this.
Actually, i thought about adding a possibility to mass-gigastructure in certain area, because clicking it 50+ times is always quite painful. It would be fun to separate your cluster in 4 parts where every galaxy is working.
Also, mostly in the endgame, dyson spheres production is bigger than storage by e4-5, even though elementay charge is quite high.

Now, to the DR and OP-meter feedback.
It's great, actually! I liked it very much, it's unique and overall balanced great. Even though some of the stats are quite useless IMO (ship stats, chance to hit, cost of the unique buildings, rover stats), it's still fun to mess with the values. Most powerful one, i think, is physics. Almost everything related to physics is quite powerful (i like it! Don't fix it :D)

Idk if this is everything i wanted to tell.. and if it's helpful, but i liked the game overall, and i will come back to it after few years to see the progress :D. Good luck with the development!

Thanks for your very detailed feedback! The overflow bugs are most definitely expected since I haven't started to work on what happens once numbers get really big. But your UI, gameplay feedback is also very useful and can definitely be improved. In particular, I very much agree with the inventory/shop button confusion, I should add a section in the shop for buying materials instead of clicking icons in the inventory, very unintuitive.

As for fighting, I hope the next update with an overhaul on its mechanics will make it a lot more interesting.

I'll also make sure to come up with something creative to bring more freshness on your 10th+ runs.

I'm glad you like the DR and the OP-meter system! Not many people have mentioned that haha.

soft locked too just gotta wait for a update or start a new savefile and do daily backups.

It is bigger than I expected from the pictures

yes. yes it is.

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need more research!

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welp i just lost my save file to a bug so going back to a galaxy that dosent exist anymore completely soft locks your game. can you fix this?

Also it kicked me down 100 levels for some reason.

(EDIT): the science button and the bookmark buttons aren't working just wanted to point that out.

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Beat the game in 2 days. 

interesting things to note.

Atom manipulation is overpowered. game gets boring too fast at the end game with entering Universes. nothing to do with galaxy's feels more like a click and enter.

things i think would personally improve the game.

fixing atom manipulation and making it a mid game item (i still like how it is now its just too overpowered). end game is too boring with the last basic thing to do is to grow and grow which is not bad its just when you do it enough it gets repetitive. add more buildings and options like atom manipulator galaxy (personally game breaker but none the less awesome). exploration is good but becomes really annoying (if your on browser especially) with the lag when opening a 11k stars galaxy (which is understandable for the lag). research panel is to bland and to easy i can zoom pass all research. that's basically the basics of what in my opinion should be changed.

  great game just needs fine tuning. hit me up if you want some cool ideas for the game.

(EDIT): add a way to change the entire cluster into a specific task such as with galaxy's.

how do i explain this game in one comment?

I don't know actually. this game is unique with its own sense of style and balance even tho its a very slow updating game it still brings charm to its self by showing how and what i space game can be if done right.

i have been off and on 3~ years and for a very long time this is one the Top 5 best space games (in my opinion) to exist today. if it wasn't for the creator and sole developer making this game (same person) then this game wouldn't exist.

To start off this all my opinion don't take it to heart. I love space exploration, the mining, and the fighting in this game!

the things i don't like is the lack of progression, space tech.

but for a sole person making this game out-ways tho bads and makes this game something that can be much more then this now.

SO i love this game (even if i cant get my downloads working haha) its a fun unique game that has a LOT of potential to be more keep going bro.

Thanks for your comment! Can you elaborate when you say "lack of progression"?

um idk uhhhhh probably not enough items ig? idk i wrote that like really late at night so.

Amazing game.  I'm assuming this is still in development considering some of the textures seem polished(love those ones by the way, very easy to tell apart while zoomed out but also hold up zoomed in) while the gemstone pickaxe also exists, but despite that I haven't encountered any game-breaking bugs. I haven't even had it for 24 hours yet, so it may just be that I haven't played long enough. All I've found for bugs is that op cursor doesn't work on browser for me(very sad), and if you zoom in on the green part of a ship's flight path you can see that the green segment is in reality shaking violently. I've only seen the second one once, though, in galaxy view, and if the second one is your next priority to fix you're either incredible at coding or horrible at bug finding.

also sorry for the long comment, especially if it came off as negative anywhere. I am in love with this game so far.

Hey, thanks for your feedback! I have been aware of the green segment shaking bug for a long time, but it's a low priority bug (I have a habit of letting them linger for a while)

Good work apple. good work

Great to see that this is still worked on, love this game! IMO it's ready for steam EA.

There's a bug where the game screen will go black and need to be restarted if left in the background for a while (on windows), though I don't know how to reproduce it consistently.

There's plenty to say about balance, underutilized features and missing endgame contents (or midgame sometimes, would be nice to have starlifters :D ). But maybe it's too early for that kind of feedback? Let me know if you're interested.

Hey, thanks for your feedback! Don't hesitate to say what you have in mind for balance, ideas etc. It's never too early!

Here goes!

Balance:
- ships+spaceport passive XP are OP, I never lost a battle. Maybe enemies should scale way higher so that good systems take a bit of work.

- overclocks: underpowered IMO. Maybe with other tiers that would work at larger scales? (planet / terraformed planet / system / galaxy / cluster)

- solar panels: never used them, by the time I get to high luminosity systems there's no point 

- manual mining: the mantle and core only yielding stone is disappointing ; yields in general are too low to make this useful except at the very beginning (maybe an infinite research item to improve them? or some kind of rare bonuses)

Underutilized features:

- rovers: it's good they're not mandatory (not everyone will enjoy driving one around) but they don't have much appeal for now. I'm not sure that simply scaling up the current rewards would fix it. Maybe some more unique bonuses? For example a temporary boost to energy/minerals that would take them way above the storage limit, then quickly decay back to the limit.

- many atoms seem useless, except as a source for particles (and that's tedious). Wild suggestion: have some unique buildings generate "quests" to use them (e.g. provide some amount of elements X, Y Z and get some nice reward for it).

Things that work:

- cellulose: it can be a total pain to gather enough, and that's kind of a good thing. It introduces variation and above all gives a reason to explore more systems and find those precious synthesizers.

- progression rate: a tad easy at times, but it's great to never feel entirely stalled.

Things I'd like to see:

- star lifters: saw that concept in an Isaac Arthur video ; it's a megastructure that leeches off matter from a star. It would yield mostly hydrogen but also trace amounts of all elements present in the system.

- display lifetime production of buildings, especially for boring/mining/atmosphere extraction

- more mid-game contents (I didn't start a new dimension so can't really speak about endgame): once one can easily kill galaxies, there isn't much to do with the resources. Maybe some (very very expensive) way to send some aid to one's other universes?

- more incentives for prestige: maybe have some objectives that are visible but impossible to reach in base universe or dimension? I dunno, like cluster-level terastructures requiring vast amounts of exotic materials (I could see such a building *slowly* converting every galaxy into the same type of gigastructure)

- more unique buildings + tiers, to make exploration even more worthwhile

Thank you! Your "wild" idea of using atoms for activating unique buildings is actually very interesting, I'll keep that in mind for a future update.

another bug! if enemies killed by fire caused by bomb, it won't fade out

tbh i dont know how you only have 2 ships instead of 4.

and I cannot destroy a CBS(by pressing X),but others megastructures can be destroyed normally

I make a planetkiller , while I wanna shot down a planet that terraformed ,something went wrong.  while I press the "Fire",It did show me "successfully destroyed planet", but I got noting even rocks. those planet haven't been terraformed could "Fire" as normal

Interesting, I'll look into that bug (and the CBS one too)

I love how skyhooks are not included because of how unbalanced they are, cheap, effective and cost reducing lol

How do I upgrade buildings?

Hover over a building, then press F

Thx

found another bug/glitch, even if materials are at 0 you can still sell for half value

Deleted 126 days ago
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others are waiting longer on different games so this is amazing pace!

Deleted 126 days ago

hey apple, I've found a bug, some of the screens that open for example, finished combat screens, are refusing to close, some of them work if you hit esc, but the combat screen wont budge, I'm currently playing on web mode trying the game out. otherwise i think its a neat concept from all the preview i see here! keep up the good work!

new visual bug spotted, when on a planet and moving your cursor green artifacting can be seen, doesn't effect game play though.  

That's weird, can you open the browser console (press F12 -> click Console tab) and see if there are any error messages when the bug happens?

yea sure thing, I’ll check it out the next time I’m on, little bit busy today.

i couldn't find any error messages when i checked

Okay that's a little annoying lol

little update on the bug issue, it seems to only be the visual bug stays around, I haven't had any issues with the combat screens any longer. It could still be an issue but like a start of game issue, now that I'm later in the game the issue has dissolved completely speaking about the combat screen bug btw. 

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