Miguelin1317's Comments

Game Comments
Play Graveyard Tycoon 2 - GT2 Graveyard Tycoon 2 - GT2 Mar. 16, 2015
It was a pleasure beta-testing your game, if anyone has a bug at this stage please send the murder threats to me! :D
Play Death Squad Death Squad Mar. 14, 2015
Tip: Not only the enemy has a preference for your strongest ships, BUT also for those that you adquired recently, so try to evenly distribute the armors and repairs AND put the strongest weapons in your first ship and go in a descending order until the newest ship, which should have the crappiest weapons.
Play Death Squad Death Squad Mar. 14, 2015
Tip: The enemy attacks the ships with the highest firepower, instead of putting all your best weapons on a random ship, distribute them among all of your ships so that they don't focus on a single ship (divide and conquer, unite and lead)
Play Reactor Incremental Reactor Incremental Jan. 24, 2015
Using the trick I explained I'm making 10M a second, only with capacitors and A LOT of reactor platings and A LOT double seaborgium reactors. This took me like 4 hours, pretty sure you should update this, the 4 and 5 heat vents are useless and the reactor platings double as heat vents (read my previous reply). Anyway, great game :D
Play Reactor Incremental Reactor Incremental Jan. 23, 2015
The super, wondrous and ultimate heat vents are useless since, thanks to the heatsinks upgrades, the 1% reduction in heat from the maximum heat created by reactor platings is greater than the deheating from heat vents. For example: Ultimate heat vent costs 5B and cools up to 40k per tick while the ultimate reactor plating costs 10M and cools 40k with 4 heatsink upgrades and up to 60k with 6 heatsink upgrades. Please fix this or leave it for smart players that figured this out, thanks! :D
Play Reactor Incremental Reactor Incremental Jan. 23, 2015
Please add a confirmation for the reset button so that if I accidentally press it instead of losing everything a box appears saying: "Are you sure you want to reset all your progress?" that blocks the reset button until I press "y" or "n" in the keyboard. Thanks :D
Play Reactor Incremental Reactor Incremental Jan. 23, 2015
Note: This game takes A LOT of memory and doesn't even work when the grid is completely full, please make the grid about 10x10 so that greedy players like me don't have the temptation of filling the grid completely OR allow players to lower the update speed so that the game checks the state of the grid less often (say once in five seconds at the slowest game option) BUT the tick speed is kept the same. So with +5 power per tick, after 5 seconds, the power would change from 0 to 25 and so on. This is a must, either use a 10x10 grid or allow players to change the updating speed of the grid (NOT the tick speed), thanks :D
Developer response from Cael

A better solution: I made the game run faster! No need for tiny grids or reduced tick rates. Refresh to get those sweet, sweet optimizations.

Play Reactor Incremental Reactor Incremental Jan. 23, 2015
Whooops no it isn't, sorry
Play Reactor Incremental Reactor Incremental Jan. 23, 2015
The power lines upgrade (bottom left) is now useless, please put something useful in its place like reactor platings storing more heat :D
Play Pre-Civilization Bronze Age Pre-Civilization Bronze Age Dec. 17, 2014
Whoops, won on my first attempt, we need a level harder than deity, like super-deity or galactic emperor or simply make deity x3 as hard. Anyway, AWESOME game I loved it this is what I call minimalistic strategy very well done! :D
Play Office Race Office Race Dec. 16, 2014
(replying your comment) Well you described perfectly what I meant by the movement, make pathfinding better (or better yet, disable it and just allow users to use WASD) and screen transitions smoother. Changing the orientation from diagonal to vertical would help greatly. Don't forget to add a zoom too! Gameplay-wise I can't really say much because your game is unplayable because of those reasons, send me a PM when you fix them and I'll beta-test the gameplay for your game, good luck! :D
Developer response from edyzahid

Actually in the old version, you can move the character with keyboard (left,top,right,bottom) but during early testing, some people complain it's not intuitive enough to move/interact so I add ability to move with cursor. This game use isometric perspective and most mechanic just use mouse cursor to move and interact (just like game Diablo for instance). I'll re-activate moving with keyboard as a second option for the next update. Zoom feature I can't promise but I'll try.

Play Office Race Office Race Dec. 15, 2014
Good game, no wait, GREAT game, but its broken in so many ways and the movement is really bad done, no zoom options and some other problems. Please fix all of these and when your game is finished publish it again please, this has potential but not like it is now :)
Developer response from edyzahid

Thanks for your feedback. For movement issue, can you be more specific? Is it problem with pathfinding? Screen transition not smooth enough? Walking animation not smooth enough because of not enough frame of animation? If you talking about screen transition not smooth enough while character move, I'll probably work on fixing it. It's quite complicated code to do it. If you're talking about walking animation not smooth enough, I have to reduce frame animation from 15 to 8 and also game frame from 30 fps to 15 fps so I can optimize it for mobile version. I'll probably will separate animation system for desktop and mobile game so desktop version will not feel "jaggy" in my next update.

Play Planets Gone Rogue! Planets Gone Rogue! Nov. 09, 2014
Note: You should probably take notes of my comments in a notepad or something since you'll probably forget about something hehe. Also more random suggestions for my best developer friend! Instead of random techs found in artifacts make a skill tree where opening artifacts gives you ability points instead of random abilities (and planet-repair or money of course, just make it so that they give ability points instead of random abilities but leave the others unchanged). The skill tree would be relatively simple and some techs would be superior to others but will require to unlock some before unlocking them. Another suggestion, more missions: Protect the spy (a small ship is in mid-space and going towards you, protect it until it arrives), destroy the experimental lab (a small enemy building). Ah, and one more thing, ACHIEVEMENTS, just make 100 of them (no less), players LOVE them :D
Developer response from OneManBandGames

Again very good ideas of yours, I think they will rather make their way into a sequel, with the exception of achievements maybe: I have already added achievements to PGR! on a different platform and I have prepared some hidden stat values for Kongregate so the badge creators can create badges here as well, so maybe you will see some basic form of achievements here as well.

Play Planets Gone Rogue! Planets Gone Rogue! Nov. 09, 2014
And by "different" I mean a strictly learn-as-you play one. First players click new game and the initial plot is show with a HUGE skip button, then they're shown a small message that can be instantly dismissed that is just a box with an arrow that points towards a button that looks like a "?" sign at the top-right of the screen and that says: "This is the tutorial hover over it if you need information about the game". When players hover over it the game pauses and an image is shown like this one: http://postimg.org/image/nmzbt4pq1/. That briefly describes the bare minimum necessary to understand the game and only while you're hovering the "?" button, for more unnecessary details like tips&tricks just make a guide accessible at the menu screen. And that's it, with this trick you could have gotten more than 4 stars, but lazy players are too lazy for long, un-skippable tutorials, they want to play now :D
Developer response from OneManBandGames

Thanks for your thoughts on the rating and the tutorial! I am quite content with the score so far, but I think you are right that the game could score a bit higher if the tutorial was better / not so tedious. (It actually is skippable from the options menu, but this might not be enough)

Play Planets Gone Rogue! Planets Gone Rogue! Nov. 09, 2014
You know I think that you're allowed to say "Oh fuck" when this kind of awesome game got a 3.3, seriously what the hell??? This is a simple, hyper-clean not-overly-strategic game, this should have gotten a really high score but a 3.3 what??? OK, I think where the problem is, funny thing: The tutorial, seriously I think that we've proven it, un-skippable and long tutorial, no matter how awesome it is, means disaster. This game deserved more, so I think that you should use the same engine to create a much improved game with a few more features (so that you don't have to re-do everything!) and with a different tutorial.
Play Planets Gone Rogue! Planets Gone Rogue! Nov. 07, 2014
Well and this is it! I could keep going on forever! You have no idea how much do I love when developers care about my suggestions! I've made a chatzy chat just in case you want to talk in there, hopefully it'll be useful to gather beta-testers to balance your future games! Here it is just follow the link: http://us21.chatzy.com/65936316760139 :D
Developer response from OneManBandGames

Thanks for all the ideas for a potential sequel. If I would have endless time (and maybe a team) I would love to do a sequel with an advanced graphics engine to bring some of your ideas to life.

Play Planets Gone Rogue! Planets Gone Rogue! Nov. 07, 2014
#3 Ships! Why only turrets? Just make a few good ol' ships that are launched just like rockets do but take even longer to launch and can withstand a few hits (did I tell you that you have to shoot them down not just shield from them?). You could also add miner ships to repair the planet in real-time and shield ships that can withstand a lot of damage and that will put themselves between enemy bullets and your planet.
Play Planets Gone Rogue! Planets Gone Rogue! Nov. 07, 2014
#2 Aliens, three types would be ideal! Regular aliens, green or red, they're just like you but stronger and less classy, they'd rather build large guns than hi-tech laser/plasma/electron weapons. "Elven" aliens, smartasses focused on science that would rather kill you with microwave rays than with a good ol' conventional rocket. And lastly "Special" aliens with advanced weapons that are slightly more powerful than the regular aliens and slightly more advanced than the "Elven" aliens, also they matter to the plot.
Play Planets Gone Rogue! Planets Gone Rogue! Nov. 07, 2014
Not inspired for creating another game? Oh well lemme give you a few more ideas :) #1 Idea: Internal vs external upgrades, so that you don't just build cannons and shields but also factories and power plants INSIDE of the planet so that it looks stylish, it's the future and the core of the planet is a great place to build stuff!
Play Planets Gone Rogue! Planets Gone Rogue! Nov. 07, 2014
The idea for #3 is simple, first you add all the features without giving a damn about balancing, then you test it with a lot of beta-testers (I volunteer!) and every time they find something too easy or too hard you fix it, and when there aren't any balancing issues you publish your game everywhere. Conclusively, for your next game create tens if not hundreds of features (make sure to keep things clean, unlike me most players have a SERIOUS problem with complex and unclear games!) and then using chatzy for example you coordinate a lot of beta-testers to balance your game and then you publish it with a lot of features and no problems with balancing. I hope I haven't been tiring with my detailed explanation, good luck!
Developer response from OneManBandGames

Thanks for your thoughts on balancing! I already tried to balance the game before release with a handful of beta testers, but it seems it were not many enough and maybe because they did all know me personally the feedback was not as critical as it should have been. =) For the next game that has a similar complexity I will consider contacting more beta testers via an adequate platform.