Miguelin1317's Comments

Game Comments
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.

Play Planets Gone Rogue! Planets Gone Rogue! Nov. 07, 2014
About balancing, there are three main ways for balancing. #1 is simply making the game in such a way that it cannot be unbalanced, for example creative mode in minecraft, however this game or any remotely similar one will inevitably have balancing issues so let's skip this one. #2 is designing the game in a strictly planned way so that it follows a predictable pattern that barely needs any balancing afterwards, this is usually the case of some idle games where the maths are set so that balancing is kept at a minimum and some more complex games with incredibly complex difficulty algorithms, this is probably too complex for this kind of game so this one won't help us. #3 is the most popular one and the one you've used and will have to use in the future (explained in my next comment)
Play Planets Gone Rogue! Planets Gone Rogue! Nov. 07, 2014
Also, your plot is awesome, it reminds me of Bokurano (you should totally watch it, it slightly resembles your plot and the opening is incredibly good). However I find that your game could have used more plot twists and complexity in general, it is a clean, beautiful and it has the BEST more detailed and fool-proof tutorial I've ever seen! However even if the plot is awesome there's not enough of it, and above all you could have used a few improvements regarding gameplay, but of course they would be useless without proper balancing. Could you explain to me how did you balance the game please? Thanks :)
Developer response from OneManBandGames

replied to this via PM due to length of my reply / technical difficulties?

Play Planets Gone Rogue! Planets Gone Rogue! Nov. 07, 2014
Well first I want to give you the award for longest replies ever written to your fans! You're awesome! Also, the custom mode shouldn't have any kind of leaderboard because it'll get unbalanced quick, just make a leaderboard for story mode (the regular game) and endless mode. The best way to solve the grinding problem is to make the yellow line dependent on how much money you've earned MINUS the money you have spent on artifacts, that way even if you downgrade your planet the yellow line won't move. If you spend a lot on artifacts to downgrade temporarily and grind it's alright, let's give smartass players a reward. Anyway, yellow line = Money won - Money spent on artifacts. Thanks again for your attention!
Developer response from OneManBandGames

replied to this via PM due to length of my reply / technical difficulties?

Play Planets Gone Rogue! Planets Gone Rogue! Nov. 07, 2014
And lastly, what prevents me from exploring the whole map to get the most money? I mean, I just have to downgrade my planet to fight some enemies on the left and then upgrade it to keep the yellow bar left of the planets I'm trying to attack and by the time I fight the final boss I literally can't spend the money I made. Your game needs some way to prevent excessive grinding ;)
Developer response from OneManBandGames

The "money incentive" line was added to the map screen to prevent the excessive grinding you described in your comment. Since it is required to downgrade your planet to get money from fighting the weaker planets, I hoped that players would concentrate on pushing forward on the map instead. But of course it is still possible to get money from every planet if you downgrade your planet before the fight. I could prevent the downgrading so there would be no way of making money from the weaker planets, but this would be problematic since players could not experiment with different weapons without losing money anymore then. If you - or anybody else reading this - can think of a way to tackle this issue, feel free to contact me via PM or via the comments. Thanks again for all your suggestions, it is nice to see the people play the game already, but it is even nicer to see them putting their mind into this game, inventing new game modes and what not. :)

Play Planets Gone Rogue! Planets Gone Rogue! Nov. 07, 2014
Oh right, and an endless mode where you have a limited amount of money and you have to fight endless waves of enemies, the longer you last the higher your score and when you lose your score gets added to the leaderboards! Awesome :)
Developer response from OneManBandGames

This is another great idea to increase the replay value. I would love to add this as well, but as with the "custom" mode I can't promise if / when I add this to the game. It would also be interesting if both modes would also increase your planet level, so if you died in a difficult campaign you could play endless mode once more to level up your planet for the next attempt....interesting, interesting =).

Play Planets Gone Rogue! Planets Gone Rogue! Nov. 07, 2014
I absolutely LOVE your game but there's a problem here: Only one game mode with no customizations possible, if you could add "custom mode" where you can set the size of the map and the chances of finding red, blue and green that'd be great (especially for hardcore gamers like me), thanks! :D
Developer response from OneManBandGames

Thanks for playing and your numerous suggestions (I will answer them one by one)! The "custom mode" would be possible in theory with a little extra effort since the map the enemies, etc. are randomly generated anyways. I want to concentrate on fixing bugs and adjusting balance at the moment, so I can't promise that I will create such a mode, but I think it is very attractive since it greatly increases the replay value. One thing that worries me if I add such a mode, I'm not sure how to handle this in the Kongregate score boards. Since every player could come up with his own version of the game if everything is customizable, the scores would not be comparable and I would need to disable them when playing a custom game. Unless I come up with some kind of "meta-score" that takes into account the difficulty of your settings and then calculates your total score for the custom campaign with a formula....hmm...this would be interesting as well...

Play Galactic Lords Galactic Lords Nov. 07, 2014
Pity this game is so short, can you add some kind of random map mode with customizable settings? I'd like a super-large hardcore map with fries on the side :D
Play qsplit qsplit Oct. 26, 2014
Amazing game! Too bad so few levels, could you make another game that is just like this one with a few more upgrades (that require little coding and no art changes), a few more enemies (don't change the art nor the gameplay, just make'em stronger and paint'em in different colours to show how powerful they are), 30 levels and a more complex plot? Considering how much effort you've put into the mechanics of this game I don't think it should take you more than 50% of what it took you to make this game :)
Play Idle Conquest Idle Conquest Oct. 22, 2014
Some should make a rule 34 of... not.
Developer response from CodeRiftStudios

Don't look at me >.>