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Hey everyone!
Welcome and thank you for playing the K+ Beta of Infinite Cosmos! We'd love any feedback you have to be posted in this forum thread so we can be sure to see it. If you have any technical issues or bugs to report, please use the 'Game Bug' link.
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> *Originally posted by **[PaladinGuy](/forums/1050291/topics/1841090?page=1#13166966)**:*
> The 'Don't Stop Me Now' Achievement popup sticks on the screen. Returning to the main menu and refreshing the page didn't get rid of it.
We uploaded a new build to correct this problem. Let us know if it still occurs after refreshing the page.
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Well, I'm roughly 36 hours into the game now, so I guess it's time for some feedback.
The first impression is that of an already relatively well balanced game. So good job on that.
Now for the improvement suggestions.
- The game still lacks some more detailed informations. Like playtime, time since last reassignment, exact boost chance and intensity of buildings or how much boost you get from specilalists and how much you get from the planet phases.
- It feels a bit slow in the beginning. It starts to pick up a bit now with ~1,1k specialists though. It still might be hard to convince new players to stay at it if there's nothing to do for a long time.
- Also it still feels a bit too linear as of now. I guess Breakthrough won't change that much either. Something like challenges, outposts or whatever can provide some diversity in the gameplay.
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"Population required until next specialist" on the specialists screen (or whatever specialists are assigned off) would be nice!!
Also now the 40 cap is gone, warning that less than 10 means you can't actually assign them could be handy for people who've not already looked at the upgrades.
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Since we had that topic a few times in chat, the "Breakthrough" mechanics feels a bit odd for an idle game.
It uses the same flashing as boost, so you can pretty much only use it if you watch the game and have sound on, since it can only be activated in a 3-5 seconds window.
I'd like it better if it used the same mechanics as the coins, means it stays forever and timer to next resets once you used it. Even better would be if you could "accumulate" more than just one and then have to decide which one to use, although i can also see some problems with that.
And a better visual notification would help a lot too, i don't really want to play idle games with sound and currently it's really hard to recognize and it won't get better once boosts get more common because of specialists.
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Hey all! Thank you again for all of the feedback!
- In regards to warning people about a minimum requirement of specialists needed for the specialist map, we’ll find a place to incorporate a message before a planetary reassignment.
- The spirit of breakthroughs is to incorporate some active play into the game while not being a requirement to progress. We have existing plans to make it more apparent when a breakthrough is occurring so you don’t miss out. This will include changing some visual effects and creating a separate audio setting for breakthrough alerts.
- Also, information in our game is important and we’re always looking into different ways to incorporate more of it. We will be adding tooltips to breakthroughs as well as more info on things such as boost.
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Thank you too for the feedback. That's good use of the Beta-Feature.
Just another thought to breakthrough. It increases production quite a lot right from the start and has two whole upgrade systems boosting it, so people will want to use it - and be annoyed if they can't.
So it probably is a good idea to make that feature as accessible and usable as possible to prevent discontent.
In its current state i wouldn't really call it usable. Hearing the same sounds all day while the game runs in background already is some kind of torture, with only the boost upgrades up to e9 specialists, so I turned off sound.
Keeping an eye on the game to catch the 3-5 seconds window in which one could start clicking every 10-30 minutes isn't an option either.
And even with sound it's more than just a rush to switch back to the game in that short time, so just a mere option to only turn on sound for breakthrough probably will not be enough.
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Ok.
This is going to be a long post, so please feel strong enough to read through the wall of text, coz I do think that there is a point to be made.
# Current player experience
My current experience of your game can be summed up to playing it since you entered K+ Beta.
To make things clear as to my progress, I am at specialist 2.41e12, with all current features unlocked, cosmium (unspent) at 17.
As of today, I have access to all game features, nothing is left to be tested.

# General player experience
(Pardon me if i don't go into lengthy details about these various aspects, please feel free to inquire if you require more precise evaluation/explanation about the following)...
Graphical experience : Pleasant
Aural experience : Pleasant
Discovery and new mechanics : Average
Medium term playabilty: Average
Long term playabilty: Below Average
"Hook" mechanics (the capacity to hook a player into long term playing and potential spending) : Mediocre
Capacity for financial returns (Premium purchases, 3rd party income, etc.): Null
# "Resumé" as date of 5th of July 2019
The game in itself displays quality work in general player experience. However, the current development situation is at a dead end, offering no solutions for player dedication and sustainable income, from first, second or third party sources;
- The progress and goals do not entice the player to purchase and acquire meaningful benefits to further improve the said player's experience.
Beyond the commercial aspects, this also impacts general player base experience (customers + free players) into a null experience rapidly where there is no "emotional" progress being made.
*"Emotional progress": The player feels something "new" is happening, or within reach of happening, and strives to reach the satisfaction of obtaining said goal.*
# Global assessment, thought process and possible leads to progress
Generally speaking, and as made clear before, "Infinite Cosmos" is a pleasant game, at least at first. The graphic and aural environment have clearly been thought out as such.
However, the game lacks in my very humble opinion two major aspects that need to be worked
on most urgently :
* Mid and long term replayability, leading to player dedication;
* Revenue directly linked to the former, to sustain game development and inherent costs.
Indeed, "Infinite Cosmos" lacks the goal/reward base to make it both sustainable and profitable - both for the player, and the company.
Without going into details, the player needs short-term/mid-term goals to achieve, in order to experience satisfaction. These goals should be to some extent game changing, not only providing said satisfaction to the player, but also providing a refreshed and renewed experience. As the player progresses along the goals, a premium option to reach the next goal "faster" should be monetised, providing revenue for the company.
Third party revenue should also be strongly considered; there are many ways to implement this with low hindrance to player experience and comfort.
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An excellent post that pretty much spares me the time to write the same.
So i only have to add that i agree completely.
I am at 2e14 specialists now and will stop playing for now, since the only thing left that is changing in this game is that progress is getting slower and slower.
I'll check back at some later point to see if anything was added to make the game interesting enough to still play after this point, but right now it doesn't feel like there's anything left worth testing.
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Here are my observations. I have 2.10e12 specialists and have been playing for a few days. My comments are UI-based. I haven't seen other players make these observations:
* I got frustrated searching for the "settings" button. Turn that planet in the top left corner into a glowy blue cog and allow the first click on the cog to reach the settings menu. Give the player the option to return to the home screen in the settings menu. That way, I need one click to access settings. Most players (myself among them) have no idea what that planet means. What I am certain of is that the settings button should be obviously visible in the main game window.
* Also, in the settings menu, what does "Inclusive Auto-Installer" mean? If your description doesn't make it obvious, give players a popup or some additional explanation. I hunted for the non-existant popup before I wrote this. I still don't know what that phrase means.
* Add a "go-back" option below "save" on the settings menu. What if the player doesn't want to save? If they have to uncheck things to leave the save menu in order to preserve old settings (after ticking boxes and changing mind), you've increased the number of clicks the player has to make in order to get back into the game.
* Make an option to disable achievement popups. I ended up trying to upgrade things on the third tier and I clicked through the acheivements to the achievement menu when I didn't want to. I would turn off the popups if I could. If that doesn't work, you might consider allowing those messages to appear in the mid-top left in the achievements window.
* Move the reddish/orange objects in the play area so that they do not interfere with the upgrade areas. The main culprit is the huge planet on the left, which sits underneath the 5th and 9th upgrade areas, and the reddish star/nova which appers underneath part of the 12th upgrade area. The problem is that these colors make it hard to see the white text. I had to squint to see the text sometimes, especially under the 5th upgrade area. You could correct this by changing the opacity of the upgrade areas, but I think that the partial opacity works with your game design. I'd move the reddish colored objects.
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Hey everyone!
I wanted to give you a little update on what we're working on as well as thank you all for the amazing feedback. It is helping us tremendously! First off, we are currently working on a patch that primarily focuses on breakthroughs. It will address concerns about the activation window being too short and making them more apparent visually and audibly. We are also changing a couple nodes related to breakthroughs in the specialist map to reflect changes we’ve made to its mechanics. Lastly, we are adding more information to clarify breakthroughs as a whole as well as what each ability does. A few bug fixes and quality of life changes are also in the patch that you will be able to read about in the future patch notes.
We’ll let you know when the patch is implemented immediately through the forums and once it’s live you will see a notification window in your game after you refresh the page. We want to get these changes to you as soon as possible so that we can move onto mid and late-game content many of you have been asking about.
I hope you all have a wonderful day/evening and a fantastic weekend!
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The "Antiquities Shop" upgrade (v10.0.40) for the floating city, halves it's speed instead of giving it the 100% credit/citizen bonus.
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@Svenn At least I tend to have games where nothing happens for long period of times (like this one) in the background while I play something more engaging and just check in every now and then. Sound is turned is also turned off in all games. As such no "making breakthroughs visually and audibly more apparent" is unlikely to make a difference. Instead what I would suggest is to display a timer, something like "Next breakthrough in 10 minutes" which then counts down. This way we can prepare to have this game window visible if we want to actively play for a while.
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> *Originally posted by **[klaxxin](/forums/1050291/topics/1841090?page=1#13174496)**:*
> * Move the reddish/orange objects in the play area so that they do not interfere with the upgrade areas. The main culprit is the huge planet on the left, which sits underneath the 5th and 9th upgrade areas, and the reddish star/nova which appers underneath part of the 12th upgrade area. The problem is that these colors make it hard to see the white text. I had to squint to see the text sometimes, especially under the 5th upgrade area. You could correct this by changing the opacity of the upgrade areas, but I think that the partial opacity works with your game design. I'd move the reddish colored objects.
Personally I find 5th (industrial relations), 7th (governmental district) to be the worst in terms of poor contrast. The contrast of the text vs the background is too low and makes it hard to read. Either moove objects as klaxxin suggests, or do something to the text to ensure high contrastand thus better readability.
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So, I've been back for a few days, so this time it'll be about long-time motivation.
The first time I stopped around e16 specialists, now I'm close to e20 specialists.
And it's just the same thing over and over, only that each new run takes longer than the one before.
So I'm pretty much down to the "playstyle" to reassign, build up for 10-20min, log off for a few hours, use the ressources I got meanwhile, log off for a few hours and then reassign again.
Well, at least until now, because that's not really an incentive to move further. Breakthroughs and Boosts don't feel like it's worth to let the game run in background. There are no options to increase speed since all the upgrades are just linear, so the game basically tells you what to buy next.
Even for an idle, this game definitely needs "something to do" and some options like to chose faster paths that require you to stay online or slower paths where you can play nearly completely offline.
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Bug?
It seems that for me the holovid coins are not showing up as often as they should or even at all. I do get holovid coins in a session where I have just reset and upgraded market place to unlock holovid coins. But if I resume play when market place is say sector 10+ I don't see coins.
Hard to tell but it feels like the processing speed breakthrough doesn't affect credit balance. As in it was active on a sector that was > 90% of income. Whiile active it was claiming high speed, but then when it ended of my income per second (watching how credit balnce increased) didn't noticibly change.
Where as when the time warp was active, it very noticably increased credit balance.
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says citizen but should be credit since i am hovering over the credit upgrade.

says credit but should say citizen since i am hovering over the citizen upgrade.
all the other ones are fine.
it gives you what it is supposed to when you upgrade, so it must be a visible glitch.
it's only on these particular two upgrades that i have noticed so far.
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A basic FAQ would be nice, Extension, System Update, Optimization, what do they do?
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Holo-vid coins seem bugged after the latest update, they can't be collected by clicking on them
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