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dnelord
18 hours ago will there be a ghost hacker 3? really love the gameplay n’all
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CoreSector
7 hours ago
There probably won’t be a Ghost Hacker 3. We’re still not sure what our next game will be, but it likely won’t be a tower defense game.
GGCrono
1 day ago Hey, big fan of both GH games here. But I logged on today and my save file was gone. I haven’t cleared my cookies recently, any clue what might be up?
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CoreSector
1 day ago
I’m not sure. Neither of the games have been updated for over a week. I checked my save and it’s still there. You might try creating another save game, completely closing your browser, reo… show moreI’m not sure. Neither of the games have been updated for over a week. I checked my save and it’s still there. You might try creating another save game, completely closing your browser, reopen the browser, and see if your new save is still there. It’s also possible you have a program like CCleaner that automatically deletes your cookies when you close a web browser. show less
Toastmaster
May 15, 2013 7:40pm Thanks for the answer to my question (not enough program slots in level 36). I didn’t expect the developer to answer! I had been playing in challenge mode for so long I forgot there was an upgrade for program slots! You’ve got a great game, by the way. The complexity is amazing, and the game controls and response are perfect. The ga… show moreThanks for the answer to my question (not enough program slots in level 36). I didn’t expect the developer to answer! I had been playing in challenge mode for so long I forgot there was an upgrade for program slots! You’ve got a great game, by the way. The complexity is amazing, and the game controls and response are perfect. The game really makes you think about how to strategize and prioritize upgrades to handle each type of monster. That makes it quite satisfying to beat each level. I can think of improvements for most flash games, but very few for yours. Perhaps some stronger tie between the levels and the story? For example, maybe instead of granting new programs automatically, you need to solve sidequests (“the search for the transcoder”). That would add RPG elements that would require players to balance the desire to finish the main line story with the enticement of completing sidequests, some of which might be insanely difficult ! But that’s not really a criticism; that’s more of a “nice to have” if you had unlimited resources and the ability to make a huge game. I completely realize this game is flash, and it’s free. Amazing game and great job. show less
Corpserule
Apr 17, 2013 5:39am hey, just running through levels post-game, i dont think the upgrade Optimizer works as intended, as any tower with damage > 5 benefits more from Optimizers with any amount of Damage upgrades, aka, 3 optimizers is better than 2 optimizers and 1 Damage upgrade Also, the total damage increase per optimizer upgrade at max level is 67%, stacking mul… show morehey, just running through levels post-game, i dont think the upgrade Optimizer works as intended, as any tower with damage > 5 benefits more from Optimizers with any amount of Damage upgrades, aka, 3 optimizers is better than 2 optimizers and 1 Damage upgrade Also, the total damage increase per optimizer upgrade at max level is 67%, stacking multiplicatively. because its actually cooldown reduction rather than attack speed mathematically idk, it might be intentional, but it is by far trumping most other upgrades. I thought it would make more sense for it to stack additively show less
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CoreSector
Apr 17, 2013 8:22pm
Hmm…very interesting, I should have looked at that closer. The optimizer multiplier should probably be reduced by 5%. Not sure if I want to go back retesting that though. I can’t really ma… show moreHmm…very interesting, I should have looked at that closer. The optimizer multiplier should probably be reduced by 5%. Not sure if I want to go back retesting that though. I can’t really make it additive since towers fire at drastically different speeds. Nice catch. show less
Corpserule
May 5, 2013 5:14am
came back to look at this after ages, what you have done is good enough to make other upgrades considerable. thx for looking at, gw.
FateIsEscaped
Apr 26, 2013 6:22pm Liking Ghost Hacker 2. Small changes I’d make. Call each mode White Hat for the Tower Def,and Black Hat for Monster mode. I might change the name for the Spawners, to Daemons.
thegoodlocust
Apr 22, 2013 10:40am
frogfrogfrogfrog
Apr 21, 2013 2:47am Okay! I beat the very last level, 150/150. Wow that was hard. Thanks. The only other dynamic I think the game could have is a mode where the player creates the monster path(mazing).
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CoreSector
Apr 21, 2013 10:53am
Congratulations, that’s no easy feat completing that level perfectly. :)
ihatethisfing
Apr 19, 2013 6:30pm my expander wasnt max level, it was level 0 when i went to purchase the upgrade….thats when i noticed the math was off. either you meant to say -15 cooldown or its subtracting the wrong amount when upgraded.
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CoreSector
Apr 20, 2013 11:53am
I’ve changed these to percents in the new version to make it clearer what’s happening. It was working correct before, but it was confusing because the global cooldown upgrade reduces the 2… show moreI’ve changed these to percents in the new version to make it clearer what’s happening. It was working correct before, but it was confusing because the global cooldown upgrade reduces the 20 second reduction to 15 seconds. At level 1 (200 seconds) the global cooldown reduction is 50 seconds (for a total of 150 seconds), but at level 2 (180 seconds) the global cooldown reduction is 45 seconds (for a total of 135 seconds). show less
TuoyMatGi
Apr 16, 2013 2:02am Why is there only walkthroughs for normal mode and not monster mode when the monster modes are fifty times harder. I’m sorry but this is logic at its most retarded.
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Uauf3000
Apr 17, 2013 8:10am
There are for both, theres a yourube channel:
GregL11
Apr 17, 2013 3:59pm
the monster modes aren’t so hard. I beat all of them and got all the data cores that you would get for challenge mode. You just need to think and it even hints to use weaker first and such. Draw… show morethe monster modes aren’t so hard. I beat all of them and got all the data cores that you would get for challenge mode. You just need to think and it even hints to use weaker first and such. Draw out their attacks with weak monsters then send some stronger ones but not to strong in to wipe out the towers show less
CoreSector
Apr 17, 2013 9:57pm
Too be fair, the monster mode walkthroughs were just added last night.
Corpserule
Apr 17, 2013 7:33pm i finished survival mode on hard… im now missing 5 cores. this will haunt me the rest of my life
thegoodlocust
Apr 16, 2013 11:22pm Hey, I really love the new Ghost Hacker. It is definitely one of the best tower defense games out there. I do have one quibble though, and it is that my programs keep on getting reset to some old setup of mine. I keep on having to change it back and it does get tedious.
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thegoodlocust
Apr 17, 2013 12:44pm
Just to be clear. The reset of my program bar appears to occur every time I finish a level.
GregL11
Apr 17, 2013 3:56pm
well if you go back to a level it will do that but when you move forward you just have to add new stuff in but also if you remove your extra spaces they will do the same thing
thegoodlocust
Apr 17, 2013 4:30pm
Well, I’m doing the hard levels right now. I think it should be a simple thing to have the current setup saved.
sammiege
Apr 17, 2013 3:31pm Hey, a small comment. I noticed Ghost Hacker 2 by a comment with a link. But clicking links you to ghost hacker 1 instead of 2. nice sequel btw. gr Sam
jeffmakesgames1
Apr 15, 2013 1:03am Could you proofread the walk-through? I peeked over it and… find many errors with it. Level 32 for example, doesn’t say what tower is placed first. I see two step 9’s, 11’s, and 14’s.
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CoreSector
Apr 15, 2013 9:41am
Thanks, I looked through them and found problems on 19, 21, 25, and 32. Should be fixed now (I had to manually refresh the walkthrough web page though).
CoreSector
Apr 13, 2013 8:17pm Looks like tomorrow the 14th is going to be the day. Just finished the last testing playthrough but it’s a bit too late to release today.
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CoreSector
Apr 14, 2013 11:16am
It’s up now: http://www.kongregate.com/games/CoreSector/ghost-hacker-2
retrorocket1
Apr 8, 2013 4:42am any update on progress?
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CoreSector
Apr 8, 2013 8:27am
Progress has been good. We’ve found a few small level balance issues while testing but hope to get them resolved soon. Currently, we’re planning for a release either next weekend (13th) or… show moreProgress has been good. We’ve found a few small level balance issues while testing but hope to get them resolved soon. Currently, we’re planning for a release either next weekend (13th) or the weekend after (20th). Almost there. :) show less
CoreSector
Mar 20, 2013 9:34pm So the alpha did go out this last week and as expected they did find several problems that need fixing. I’ll be spending the next week fixing these problems but I do hope to get the beta out soon. In the meantime, here’s some new screenshots from the sequel: http://coresector.com/screenshots/
jeffmakesgames1
Feb 16, 2013 4:26am Checking in again on progress. :D I don’t know how many more times I can crush Axon with ping towers.
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invaderhive
Mar 15, 2013 8:22pm
What game are you talking about? Are you trying to balance ghost hacker or is this a new game? I would absolutely love a second game.
jeffmakesgames1
Mar 18, 2013 5:36am
I hope progress is going good. I’d love to simply see a few level demo showing off new stuff.
jeffmakesgames1
Feb 11, 2013 1:52am I noticed the version number on Ghost Hacker seems different. Did you change some visuals?
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CoreSector
Feb 11, 2013 9:03pm
I did update the game a few days ago to fix some bugs I found while working on the sequel. The game was saving when it shouldn’t and memory leak sometimes didn’t stack (only happened 1 out… show moreI did update the game a few days ago to fix some bugs I found while working on the sequel. The game was saving when it shouldn’t and memory leak sometimes didn’t stack (only happened 1 out of 60 times, but still). I added a few of the visual updates from the sequel as well. I’m not sure I’ll ever get around to adding all the updates that are present in the sequel but I figure I might as well add some of the easier ones. I do worry that might make it seem like less has changed in the sequel, but overall I think it’s still worth it. show less
jeffmakesgames1
Feb 12, 2013 1:47am
Well, the changes do look good so far. Also, I always wondered if Memory Leak stacked.
jeffmakesgames1
Feb 6, 2013 1:37am jumps up and down Any chance we get to beta test now?! :DDDDDDDDD
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CoreSector
Feb 6, 2013 11:33pm
Not quite just yet. :( I’m currently guessing it’ll be 2-3 weeks before I’ll be ready to start sending out the beta. I just keep finding things to tweak. Adding a new enemy last week… show moreNot quite just yet. :( I’m currently guessing it’ll be 2-3 weeks before I’ll be ready to start sending out the beta. I just keep finding things to tweak. Adding a new enemy last week probably didn’t help either. But it was too cool to not add. show less
jeffmakesgames1
Jan 20, 2013 10:23am How goes the sequel? :)
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CoreSector
Jan 21, 2013 11:22pm
The sequel is still coming along, although always slower than I’d like. I’m at the stage now where there’s not much more to add. I just need to play through it over and over again un… show moreThe sequel is still coming along, although always slower than I’d like. I’m at the stage now where there’s not much more to add. I just need to play through it over and over again until I no longer find things to fix. Of course right now that doesn’t take more than a few minutes before I find something to tweak. That’s probably going to go on for at least a few more weeks and then I’ll start bringing in beta testers. show less
Skruntoo
Nov 17, 2012 8:01pm Oh, since I’ve found out you’re working on a sequel, I’d like to make a suggestion: controllable target priority such as weakest, furthest along path, closest to tower, things like that. The Focus script helped with this a little, but I still saw a fair number of wasted overkill shots, or beams at silly angles. I’m going to… show moreOh, since I’ve found out you’re working on a sequel, I’d like to make a suggestion: controllable target priority such as weakest, furthest along path, closest to tower, things like that. The Focus script helped with this a little, but I still saw a fair number of wasted overkill shots, or beams at silly angles. I’m going to get on board with the unrandom upgrade slots too, though I can see why you don’t want all the slots to be the same colour. Since it’s mostly (or all) mouse controlled, theres a hand free for an asdf sequence or whatever. Not many colours, so it’s not cluttery. Click the tower, aad, hurray it’s a red-red-green tower without having to wait for randomness. show less
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Skruntoo
Nov 26, 2012 3:33pm
Yeah, that’s what I meant; different settings for which sort of target an individual tower prefers. Maybe even make them upgrades, though you’d probably need a spare slot set aside for it.… show moreYeah, that’s what I meant; different settings for which sort of target an individual tower prefers. Maybe even make them upgrades, though you’d probably need a spare slot set aside for it. I don’t want to influence you that much since you really know what makes a game worthwhile. Just some ideas. show less
Skruntoo
Nov 29, 2012 5:46pm
Oh, thought of something… for the slower per upgrade mechanic, make sure recycled ones don’t add to the count, just the ones in play. Not that selling happens very often in my experience, … show moreOh, thought of something… for the slower per upgrade mechanic, make sure recycled ones don’t add to the count, just the ones in play. Not that selling happens very often in my experience, but it would be annoying to have a long recharge because you had a lot of something at one point. show less
KnexWiz
Dec 8, 2012 7:04pm
one idea i had about the colors proplem was that all the slot changed colors all the time, but only showed the upgrade colors you can still place on the tower (ex: if you had a tower that can hold two… show moreone idea i had about the colors proplem was that all the slot changed colors all the time, but only showed the upgrade colors you can still place on the tower (ex: if you had a tower that can hold two upgrades and already had a red one, the other upgrade slot would flash green and blue) show less |