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Suggestion, add deep sea tiles, kelp sea tiles, coral reef tiles?

When combining with one another, it produces shoal fish tile, coral island tile, whale tile, mermaid tile, Deep Ones tile?

This is such a wonderful game - there's incredible depth in exploring all the possible interactions between adjacent tiles.

If I could suggest a feature request, would it be possible to add some kind of "heat map" overlay mode, showing which tiles have the highest/lowest production?

Is the King/Growth build the best there is right now for energy gain?  Or is there a better build I'm missing out on?

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Loving this!  It's such a chilled-out, zen experience.  Try stuff, clear, try other stuff, etc.  Very satisfying and reminiscent of "Stop the Darkness" which I adore.

> "Stop the Darkness"

Haven't heard that name in a long while :)

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The creative reformulation you achieve with the shared conceptual framework between your several games is seriously amazing!

I put hour after hour (after hour) into The Final Earth and Stop the Darkness back on Kongregate; I was again thrilled with the second FE. I knew this latest game had to be yours before I even recognized your name - and once again, a playful and engrossing experience unfolds from that signature aesthetic of yours :)

Thanks for bringing yet another truly original game to the table.

Very fun game. Love it. I don't manage to earn more than 605K per minute on 4 by 4 squares map. Or only a few more everyday. Does someone has a clue on big earnings motifs ?

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Thanks for the fun game.

I hope you will continue to develop it.

I wish you would stop deselecting selected items when you click on them again, and make it possible to select "blank" instead.

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Awesome game! Thanks to those building the wiki as well. 

Feature requests/suggestions. I am betting many/most of these are too complicated to implement, and obv you have no obligation to do anything more with the game that is pretty simple and already fantastic, but just putting them out there as ideas. 
1. Manual zoom. I am zooming via the trackpad, and Ctrl+Scroll doesn't give very good control. I also have no horizontal scroll which is super annoying if I want be zoomed in. 
2. Related to the above: a minimap. For telling me how much of the map I am not currently showing, as I struggle with zoom. Being able to drag around on a minimap would also fix the problem of (trackpads not giving) horizontal zoom. 
3. Being able to save maps. Sometimes I want to experiment, and this would help. I like the previously made suggestion of a sandbox; but having saved maps might be easier to implement than would a sandbox, since the best map (and the null map) is already saved and available to restore and this would just be the same but with additional slots. But, restoring the best map, and clearing, are super useful to have, thank you for those!! 
4. Being able to store "motifs" and use them like stamps. E.g., save some 3x3 or 5x5 square set of tiles, and then being able to use that like a "stamp" to make repeated copies of it. This would probably be pretty hard, but super useful. 
5. Plots. I would love to have some visualizations over dimensions of {map cost, income, # of reduce tile cost upgrades, number of tiles used}. Having plots over time is a common thing I see in resource-management games, but I don't think that is super useful in a game where the map can be easily cleared. Or, maybe raw data downloads so we can do our own summaries and make our own plots :). 

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All this needs now is a zoom function.  Would love to be able to zoom out and see my entire creation in its full glory.  Also, anyone figured out the final village type?

Hey, the last village is a tower that initially gives 1000 per minute, I'm going to discover how to take advantage of it

now it gives me 2400, maybe I was wrong 

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How the heck does one get that tower?  I'd love to see it.


Nvm, need 15k production.  Just got it.  Now to wait on future updates.

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the same adjacency rules but on a hex grid would be quite interesting

I've unlocked everything so far aside from the one next to port city, and loving the different combos on the wiki.  Gonna keep upping my production with more factory megalopolises, and see just what this last village type is.

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Clear Map ♥ ♥ ♥ ♥ ♥ Finally!!!
And the tower addition is great. Love the game

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This prototype is looking good so far, with some tiles that you can unlock by being creative (such as surrounding one village with four village right next to it). Unrelated, but I want you to add modding support to Stop The Darkness. If you can be more ambitious, maybe you can expand it into a Steam release like you have done with The Final Earth 2.

(1 edit) (+7)

I wish there was a way to see all the upgraded buildings you've found so far. It would also be helpful if you could drag around and copy and paste large groups of tiles, and drag a tile to make lots of copies of it.

Really enjoying this! Been playing for a few days and it's pretty fun to try to figure out how to unlock new tiles and try different builds. So far the only downside is that navigation is a little clunky on Mac. Love it though and look forward to any other projects you work on!

(+3)

It would be nice to have save import/export. Great game though, really great one. I also started a Fandom Wiki for it to have a library of lite combinations and good builds. Guess it will come in handy since there is already one for The Final Earth 2.

https://florian-van-striens-worldshaper.fandom.com/wiki/Florian_van_Strien%27s_W...

That was exactly what I was thinking of!

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Reminds me of Stop the Darkness, that's a good game.

Suggestion: Add food as a second resource for the game? Like Wheat farm, Rice fields, Forager hut, Windmills?

And special tiles like marshlands, beaches and Dragon's Nest ( To collect Dragon egg)?

Special Buildings like, Crocodile farm, Fungus Crocodile Farm, Coconut farm, Fungus Coconut farm, Fishing Village, Seaside City and etc?

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Well, yeah he also made stop the darkness and it uses the same sprites; I love the food idea!

I am not sure how fullscreen works but some games have it and some don't. But it would be really nice if there was a full-screen button on the web version. Just quality of life because when you get the expand map feature you would have to be able to scroll and every time I do that it requires me to also screen the whole game.

(+1)

You can left-click and drag to move around the map

(+1)(-2)

I UNLOCKED DA MUSHROOM YEAAAAAAA

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Dear Caps-Lock-King, you can turn off caps-lock by pressing the arrow upwards on the left side of your keyboard. Thank you

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BEEN ON DA WORLDSHAPA GRIND FOR 3 DAYS NOW LET ME TELL YOU DIS SHIT MAKES ME FEEL SO GLAD I'LL COME BACK TO IT AND ADD A COPLA FLOWARS DEN A COPLE WATER AND THEN I'LL AD ANOTHER DESERT (I LOVE DA DESERT EVEN IF IT BE NERFED) THEN SOME ROCKS AND I'LL COME BACK THE NEXT TIME LIKE YESSSSSS MY POWER GROWS AND I CAN NOW MAKE BIGGER WORLD. I HAVE NO CLUE HOW TO UNLOCK THE COOLER STUFF LIKE SHROOMS I'M STUCK ON WATER AN PORTS BUT THAT'S OK I'M NOT IN A RUSH I JUST LOVA THIS GAME. BY THE WAY WHEN I EXPAND THE MAP IS IT ONLY VERTICAL OR DOES IT ALSO GIVE A HORIZONTAL INCREASE I CAN'T SEEM TO MAKE WORK? LOVE HOWEVER MADE THIS

(+1)

Hey, happy you like it! You unlock new tiles by increasing your production/minute. The first time you expand the map it's vertical, the second time will give you some extra horizontal space too.

A zoom function would be really nice

(-1)

HELL YEAAAAAA

(+2)

I'd suggest little sandbox area: cannot gain income from it (although show it's value), but free tiles placement (at least within what's already unlocked).

Deleted 107 days ago

Hi, you expanded the map twice in total right? Then this is totally normal, you got a new square in the top right and the next expansion will unlock this undiscovered area too!

Deleted 107 days ago

Now I have 3 upgrades and full square, at second upgrade I have map like this:

MM

M#

got it, thanks. i didn't try scrolling left or right

(+1)

I seem to lose my progress constantly. Two days in a row now, I've shut down my computer and when I booted it back up the next day, I was back at square one.

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Hey, sorry to hear that! Please make sure your browser accepts third party cookies and doesn't delete cookies on close. Third party cookies are required as itch.io uses a separate website to host the games in for safety reasons. I don't use these for tracking you at all, just for saving your game (local storage to be precise, but this normally uses the same setting in your browser). You may also be able to just add an exception for itch.io and hwcdn.net (the site itch.io uses for hosting).

Here are the right settings in Firefox and Chrome:


(+1)

Looks like I had cookies from hwcdn.net blocked. That's rather strange since I don't recall having any similar issues in the past on games hosted on Itch. Good to know that hwcdn is used for hosting though.

the app keeps going completely black when I take the curser outside the "field area". :'(

Can't play it.

Thanks very much for reporting this! This has now been resolved.

It's really nice to see how many mechanics this game has; with the unlock of mushrooms it becomes extremely difficult to optimize (even if I'm still just doing oasis spam, now with some glass witches villages added).

I'd love to make use of the City but it produces way too little to ever be worth it; perhaps it should give a production% boost or something?

try putting rocks around your city

(+2)

bread

(+1)

I love the design of the game and is looking forward for more contents! I do not know how people optimize using only desert, but for me the charm is the rock-mystical conbination (later with rock ports and island) and I find it so interesting that the game, unexpectedly, changes so much with every unlock and every minute after you get more points!

(+2)

Great game, love the aspects and style of Stop the Darkness, while being unique from it. It has great intervals where you can take well timed breaks, tons of unique combinations of the different tiles and good pacing. Although even after the desert nerf deserts still seem significantly better than other tiles as you begin to end the late-game and end game. I especially love the variety that comes with the final unlocks of water and mushrooms. 

(+2)

Absolutely love it.  Love how unique and thematic the mechanics are.  The pacing is great.  The discovery feels natural and rewarding, not just because you get better numbers, but because there are new mechanics to explore that all feel worthwhile.

A "clear map" button would be a huge quality of life improvement.  Right click to place field without having to go back to the menu would be nice.  Click and drag to place multiple tiles would be nice as well.  I want to experiment with more layouts, but it's getting very click intensive.

A compendium of your discovered tiles would be good, in case you forget how to lay something out, or are slightly unclear on what the rule is, and so you'd know if you've found everything.  Having to try every tile combination to be sure isn't ideal.

It might be nice to use a 3x3 kernel for adjacency bonuses.  It's kind of a feel bad to be able to make all these cities that give 50% adjacency bonus, but they mostly grant the bonus to the tiles that you need in order to make them in the first place, which often don't score much (or anything)

It seems like every tile is has a build-around that is somewhat viable in the mid/late game except for forests.  You throw a few of them into your other layouts, but it's marginal benefit.  Maybe forests (or one of the forest villages) could get a bonus for every other forest in the clump, instead of just the adjacent ones--similar to the way ports work.  Given how aggressively tile costs scale, this doesn't seem like it would get out of hand in the early game, and in the late game it would give you something to do with the only tile you can often afford.  Maybe that's too complicated to introduce so early in the game though.

I'm not sure I love the cost scaling in general.  It means that specializing in one type of tile will almost always be worse than building a few of everything (at least until you run out of land, which I'm not that close to being able to do yet).  Ideally you'd want the option to do either for a more creative experience.

I'm missing one tile still, and maybe I don't know about some combinations, so it could be the some of these (minor) complaints are dealt with anyway.

5/5 so far, and it still feels like there is a ton of design space to explore!

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unlocking new stuff is just based on achieving a higher score/minute?

correct

(+1)

I love the stop the darkness art style! I got 500 points a minute :)

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I was gonna say this reminded me of Stop the Darkness (especially in the art style) before I realized you're the one who made that! Loved that game, and enjoying this as well. You just keep putting out great work :)

I like it already. As someone else already said, your art style is great. I especially like your trees!

(+2)

Thanks, I'm happy you like the art!

(+3)

Wow! That's awesome! I'm so glad to see that Stop the Darkness getting some evolution :D

(+2)

Thank you, yeah it does have a lot of elements people loved from Stop the Darkness!

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This looks great so far!

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Thanks!

(+1)

JUST UNLOCKED WATER

were you able to get the last one?

i had to go to sleep after i unlocked the first map expansion

oh there is a map expansion nice

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This is great, but a few things bother me:

  • It is not very clear when you will receive the next magic dust(?). I know it might not fit the game’s style but I have seen a lot of other idle games just interpolate the value instead of only giving it when it’s ready.
  • Also tiles should have descriptions. I can see how it could be confusing figuring out how much exactly a tile gives you, and what tiles it has interactions with. For example, I was really confused when putting down 2 deserts adjacent to a village didn’t convert it to a desert village, because actually you need to put 3 adjacent deserts.

Other than that, it is a very good concept!

(+4)

discovering the tile combinations is part of the "game fun"

(+1)

If you don’t get any hints at all then it becomes frustrating

(+1)

Thanks! Later in the game you'll get enough power/minute that this should no longer be an issue, but maybe it could be a nice early game QOL feature. Discovering tile combinations is meant to be a part of the game, but adding a log of what you discovered and how to get those again may be a good idea. You can see how much a tile gives you (and why) by hovering over it.

(+3)

just started, the concept is interesting

i love your artstyle

(+1)

Thank you for your nice comment!

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