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JurasTW

155
Posts
2
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5
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A member registered Mar 11, 2019

Recent community posts

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Super fun concept, but the balance is arguably bad. Tiers don't overlap too much- no matter what expensive upgrades you work for, your best strategy would be to stay in the tier until you get the affordable bank upgrades and enough balance to switch from one quad to the other quad since your current setup will burn up the moment you put the next server in.

An idle game with extra steps, but the progress inside the tier is very samey and boring in my opinion, most idle solution being a flower pattern.

But its just my experience, maybe i played too much mekanism and am spoiled.

Other than that, a very good and fun game, well made. Good job.

Ah, was working on the setup,  misclicked and accidentally placed neuromorphic without a vent and burned everything up and left with 2m in account, burning up all progress billion progress to the ground.... kinda savage...

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after lucky strike 2/6 a branching upgrade is stuck behind higher money 2/10, cant click it.

Hate the combo clicking, on a weaker pc you get a lot of framedrop so you have to click with no cue, no idea if i'm landing the combos or not till about 3 seconds later.the skill tree is lagging a lot as well.

Overall fun and well made mechanics, but skilltree is a bit bland with no graphics and such.

The positive happy cheery chill music and the quickly growing dept is something so american i can't comprehend. It would be better off with a horror twist.


Went from earning 50k a day to 13k a day with no apparent reason. Reeealy can't land the lucky strikes as it starts spinning so late into its own timer.

I'm actually watching how the debt rises and i have no money for upgrades as well. I feel like i got scammed... xD

Horrible framedrop on the map, as soon as you pick a reward.

Really love the following doom mechanic instead of a flooding one. Still "boss caught up to you" ruins it a little since there are a few dead end paths you kinda want to explore. Two steps forward one step back...

Had super big trouble getting a good deck since removals arent guaranteed. Black empties are super bad at start of the game, making me lose most of my hp before the game starts.

Boss is 300 and hits 45 and most i got is the clock attack that scales from used blocks while visible, hitting once for the incredible 36.

Overall very good idea, but too complicated to balance.

Visuals and audio are stunning. Gameplay loop not so much, good moves arent obvious, you have to solve 50 puzzles in a fight with all the disables and sturdies and missplaced buffs, its exhausting. Difficulty needs to go down like 60%, its fun but a real chore to play compared to just stacking cards.

Super cute game. A bit of a menu hell, surely there's a bettee way, but had a lot of fun playing even as it lags a lot at 50/50 buildings. Also seems that even empty buldings tax the framerate, maybe make the building pause for 5 sec if it is at 0 before checking again.

grabbed every resource. Really annoyed with the 1 block tree islands. Got to tower 397. Wondering if there's anything at lvl 400 if you abuse the travel distance bonus. Upgrade menu needs "shift" capability for multibuy.

Overall 9/10, needs more content, maybe another resource.

Quick growth resets the growing carrots. Very obvious on max island size and high autoclock.

The start is very tedious and needs to be balanced out

Else, pretty fun and satisfying. Good job

Sudden demo end is sudden. I think the dwarves should have a little bit more autonomy, maybe an ability to place a flag and they would automatically gravitate towards mining towards it micromanaging being for rushing some particular path.

I think one resource for everything is a bit weird, giving no insentive than to dig straight down. Maybe more dense rock nonvaluable rock around points of interest and bigger rewards compared to just dirt would make path- building more engaging.


But a great game so far- just needs more love.

Reached 25 corebreaks, hoping there's something else, but nothing, so left with the feeling of there not being any replayability. Was a fun 2 hours invested, but as thought there's no hook to continue.

The visuals and mechanics are fun, but the gameplay itself quickly becomes boring with nothing to do. Especially tedious that you can't corebreak without leaving the autoplay. Also corebreak feels pointless since if you reach it once then you probably can reach it again the next run.


Demo cutoff feels sudden and unexplained with upgrades locked behind telurium withouth explanation as well.

Anti-pooling unexplained- since it sounds like it should spread out the smashers- but you actually want them to bunch up to reach the core faster.

Overal good but needs sidecontent, be it story or something other to break up the monotony.

From the issues i've encountered coins tend to glitch out right at the collection spot, as in they are waiting for the further away coin to reach the collector before they can collect. Same issue with multicollect. With multicollect 5 you still will collect only 2 if your stack needs two to merge. Small annoyances like that that slow down progress.

Biggest issue i have is yellow coins. Yellow coins destroy everything, even yellow coins so its sorta a bottleneck and score destroyer. If you optimise for orange coins, you get 100'000 score, if you optinise for green, you get 150'000 score, so you kinda need to ignore yellow coins to progress.

Banishing red coins progressively makes your score smaller because you can't stack up green coin value.

Fun to figure this out, not fun to be stuck with your choices. But goal cleared RUN (80)

Had fun, thank you!

Suprisingly fun. Not as hard as other "puzzle" games. Enjoyable, satisfying, forgiving, and as though has multiple solutions, more about "getting to the result" than about figuring out what precise movements the sick autor thought out.

From bugs. The end screen the door swings around like a propeller in closed state. And any level with a lot of space, for example it having an "outside" really tanks the performance. Probably the account of tiles compares to when its in a room. Playable but even the audio distorts.

Very good game.

Shop is broken, bought upgrades till everything became [too expensive] and they never switched back to available. Also after you get gold upgrade it didnt turn bought and stull accepts money. Seems like a sequence break of some sort. Did all the quests quitout the upgrades, not sure if its all. Wish could explore more.

Cute game. Reached slime 13 on first run before disolving in around an hour. Left unsatisfied with the lack of endgame after that. Still fun but not enough content. Automerger works predictively from top left, which is a good thing allowing you to sort slimes. But theres nothing to do after max upgrades.

Suprisingly fun, thoug really wish you could apply more stickers, since they are hard to get. I started oneshotting after day 25. Thought i just got a really good snowball combo with the money sock, but turned out that the client hunger became 0/0 so i'm at day 30/8 just doing gordon ramsey here.


Pretty fun, but a lot of anti/snowballing limiters like utensil limit and the fuels being 3 steps forward 2 steps back. Wish utensils could be merged like red slime + points and red slimes spawn each turn.

Cutting out mastery upgrades from demo is the wrong angle on "there are more features in the full release", but my productivity thanks you. This was a perfect time killer at work. Now i can focus again~<3

So far the biggest issue is that there's nothing to tailor, since there's no decition to be made, every upgrade incrementally increases your gains by a little bit and you just have to go from 1$ to 10m$

 if you want a skill tree make a proper skill tree, so far its just a checklist. You don't get autopilot you'll be doing circles with your mouse for an hour.

I think this is out of the scope of this game. Just lower the prices to make this 10 minutes to beat, the content is artificially stretched and one can feel it.

Fun game. Very stylish. Resources despawn way too quickly. Going from biggest planet to sun went from 10k resources to 2k because drones couldnt keep up. More content required but its a fun game.

I unlocked a previous zone after harbor, i don't have an incenerator at the recycling stage, so it seems i softlocked myself from getting ashe, waisting 30 mins with no progress prestiege? Stages probably need to be tiered to avoid this mistake. I agree that the balance is off, spent 30 minutes doing pretty much nothing.

Help. I wanted to scroll down, so inpressed [s] a few times spawned 100k ppl and broke the game

The cutest game. I love it. Its been a while since i've seen a puzzle like this. Usually they stack and stack unlockable abilities to the point that you pretty much never use the first ability anymore. 

I love the feeling of. "Oh... i could have done it from the very start?..." so incredibly fun. The fairest puzzle game of all time. I wonder what the japanese text says, but its so funny that its designed so well that you don't even need it

I mean, the loot needs something valuable. It just happened to that everyone Looooooves material cases.

of course an obvious thought is to make it random every prestiege or every outpost buys their own thibg at high price, making trade convoys a viable strat.

Super fun. I love every aspect of it. The power-off wakeup sequence, the diffucult component input locations. The variety in power generation options. The purchasable scavangable better versions of the machines. The daunting seemingly infinite space.


So far the spires are unimpactful, the reactor price kinda steep with no clue what it gives. the only 'valuable' loot is the materials case itself.


5 hours, reached the terminal and all outposts. No clue if i've seen everything, but so far super fun.

10/10 want full release

Delicious game.

Fast Thinking upgrade - potion duratation upgrade is kinda grindy, spent probably 5 forrest runs to get it for 1% benefit.

4h10m to clear the demo. Not enough diamonds to upgrade druid snipe upgrade. But from what i've seen, if the future holds more content and mechanics, then its definately a 10/10 game.

Gj.

Short and sweet, loved every part of it. Gj

What in the ADHD hell is this... switching around from shooting with vague math equations to answering QTE typing game. Stuck on day2, rounds last 20 seconds.

Enemies should be way slower and the math should resolve quicker. New enemies just push my shot out of the first enemy's way.

Fun idea but not tested at all. Upgrade UI is pretty bad.

I love the enemies, but the switching from typing with both hands to aiming is waaaay too triggering. Overall typing and aiming are different parts of the brain. If anything, it should be separated into different waves. A wave of enemies, then a wave of phones. If you take too long to deal with the phones then you start to be late on enemies. The enemies are already taxing enough with the damage.

I want to love this game, it gives me the tentacle war vibe, but its too frustrating at the moment. And i don't like typing games.

Ever-growing circuit maker simulator.

where's the rest of the game?

Rightclick opens a dialogue in chrome.

Also makes for an easy missclick on the assembler full of resourses. Shift+click would probably be better. Couldnt get conveyor belt to work with iron ore so only was able to do straight miner-furnace-assembler-assembler to streamline circuits. And thats it. Needs more content.

Suuuuper grindy. Some bosses are immune to clicks with no explanation.  Archer aiming and arrow speed makes no sense with the enemy speed. Enemies spawn off screen. Archer enemies can stay entirely off screen while damaging you.

The skill menu covers part of the screen, hiding enemies.

Huge oversight is zooming in and out the page, allowing you to move enemies around.

Spent an hour. Can't even afford to buy the first skill. Trainwreck of a game. Needs time in the oven, its so raw its pink on the outside.

The overall polish is fine, but with the balance its unplayable. I love that theres a hundred of upgrades but if the archers keep missing whats the point.

Oh this is quite fun. Sorta craved an option to put equipment on the bag, because managing the bag is sorta important and for example if the bag is stuck somewhere far away, sonic hat could be working on the walls around itself, being not such a penalty that you have to sidequest to the other corner of the map. Or maybe tactically leaving it at the end of a stripmine while you deal with the bigger volume.

more equipment, like boots, maybe to deal with new dangers. Floor spikes padded boots, lava floor heat resistant boots, ice floor spiky boots.

Only glitch i found was standing still while two minions approach creating a loud cascading noise as the minions were "z-fighting" for their little selection chirp sound.

Throwing a potion raises a dead minion, but their AI does not turn on so they remain standing there like they are still dead.

I want to sell the unused equipment. Eventually i maxed out the tree and got more minions and was able to distribute it. But i genuenly thrown a piece of equipment into the hole, hoping it would give something. Maybe it giving a chance for appearing as a new chest to reroll the piece for something else?

More upgrades. The upgrade icons were pretty much hard to read. I don't like the feeling of just random upgrading the tree because i didn't undertand what does what and there was really no agency in not just grabbing the upgrades that i can afford right now, making the shop system sorta obsolete and uninteresting after you consistently reach level 3. Maybe stronger art on the pictures would communicate more. Low key want a huge upgrade tree  with multiple patch with key elements being at the tips or something. The forge is pretty fine, shop needs more love.

Overall. I want more. Much more. 9/10

in the standard itch io window without the fullscreen. Its not said anywhere that fullscreen is required to play the game. And i mean the ui moves around with the resolution. The table scales, trashbin, that's why i got so confused. You're like 50% there.. Just the ui-elements do not scale. Not saying it absolutely needs to, but i think it would be a good feature to implement, as well as in future games. Many people may open this in a side window. Its a grindy game about digging trash for an hour, might as well people watch a movie in the side window while they are at it.

Also funny that you dig throug a trashbag, and then throw unwanted things in the trashbin. the irony xD A burn barrel maybe would be a better option.

The game isn't bad, just unpolished and without some quality-of-life features. Good job anyway.

UI scaling not implemented. Also got softlocked by a piece of paper. I see potential but hardly playable yet. Also the theme kinda triggers me, dunno if i have some unresolved childhood trauma about digging in filthy trash :D

Too hard. Keep getting 2x2 random pieces so can't really chain anything. Also i keep getting enegrised on the same piece, having a 2x2 with corners energezed multiple times, as though some pieces are more likely to be energized than others. If a piece is sitting energized, then it probably not the pieces i want to put on the board. Chaining the pieces should be more rewarding. 396 max after an hour. Probably just bad luck, but balance surely needed. Some sort of 5D chess here.

The gameplay is fun and good. The presented evidence though. Ton of red herrings, the poison, the spear, the gloves and scarf. No idea how i was supposed to come to a solid conclusion. But would love to see more, of course. Gj.

Sweet and fun. Would love a newgame+ option, since didn't have the oportunity to explore all the upgrades by day 5, but from what i saw its was just more of the same.

a bit more variety in mechanics and the difficulty doesnnot curve at all, just a straight line to finish, which isn't satisfying. Feels like you can sorta win at day 3 in a reasonable timeframe.

Also some unexplained behaviour on day2, as though auto-clicker was multipying. Not sure if its the buildings are shadow upgrades or something. Screen 2

Didn't like the active skills. Its just something you have to weirdly micromanage. Toggleable automation would be better.

Over all 7,5/10 but really needs much much more content. Its finished and feels good. But would love to see more and and actual challenge. But a good point for switching to a new project. Won't blame you.


Difficult. The game is well made and cozy. Can't argue with the quality. Personally i'm very annoyed with the energy system. You kinda need to trial and error your logistic points to figure out the right amount of stamina.. also biodiversity upgrade plays against the chain together mastery..

But it lets you redistribute the points so i can't complain. Its fun and i see how this can be made even more fun. But definately needs more visual indicatorors about the previous crops.

Right now you sorta combine aimlessly. Gona wait for the contracts. But so dar pretty good.

I looove this game. 9,5/10 hits all my cravings

Only thing i hate is the rails. They are pretty much essential, so its okay that the upgrade is expensive, but maybe make the rails themselves cheaper? I think rails should be saved between runs, buying them raising max rail amount, and if you die, it just "collects" the rails.

Controls feels clunky-sticky with both keyboard and mouse. Maybe more focus on mouse pointing would be great.

Took me about 5 hours of passive distracted play to get the excavator. The ores are rare and underpriced. The diagonal mine marking would be great, but again mostly mouse related. 

The points of interest seem very scarse.

But love it. Just vibing. Hope to see more and probably gona buy it on steam.

Just a little bit more content. It can stay hard and grindy, but just more exploration and upgrades. Maybe ground or wall material hints or tells or something. Really excited for this one. Game of my dreams. You're in for gold here.

Its good, but at rose stage sunstones stopped appearing on the field. Probably some weird way max objects are defined.

normal mode is pretty fun, though of course tiger lilly ability is meh. Multiple times the whole field started with no seeds with abilities, which is mathematically curious.

Overall. Pretty good though needs polish and content. Never felt that i'm actually snowballing into something amazing.

22:46

Really fun. Nice and simple. Would love it if there was more content but its perfect ss it is.

Gj

On second map went down and 3 events before running into a dead end where it seemed like i'd be able to pass.

But else pretty fun

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ahahah, now i know why you hid the bigger fields. The ai has no clue what its doing some times xD

On the second screen i matched every ai move and it proceeded to destroy me for 80 moves. For a moment i thought maybe its the famous "dev took over the game" moment, but the it switched from snowballing to attack and it all fell as i was able to snowball myself. The dynamoc is very weird. Its hard to lose the initiative, but once you lose it, you're done as threats always need to be responded to. The hexagonal tic-tak-toe video taked about it. You can be responding to threats untill you have enough pieces on the inside to start sending threats of your own. The tactic does not have room for dynamic responses.

Nope. I believe i accidentally solved the first. Tried a few times but get running into 51. Most i had was 56 but the endscreen kinda prevents you from analysing the board. The challenges is a great idea, like chess exercise in a complicated state, but desperately needs explanation and maybe a "the intended solution is 5 moves away" kind of deal. One can argue about how much control i have over the board, but for me I just send it without much strategy, since complicated board states like 1-2-1-2-1  have the obvious middle 1, but it all will depend on the rest of the board, launching flank attacks or maybe collecting om the side to protect corners. Its fun. Its complicated. But its a bit too complicated for me.

The initial threat issue... i believe there's no "fits all" solution. I think theres a video about "why hexagonal tik-tac-toe won't work" that explores the initial threat problem, but there are no solutions there i believe. I think you don't need to solve the flaw of the mechanic, but you might want to solve the player going in with a complete solution.

1) blocked squares - the initial blocked centre is good, but il lasts for 1 turn, not enough to prevent the player 1 from creating the first threat. Maybe multiple starting block patterns for 5 turns that prevent from using one solution. For example a checkerboard for 5 turns pattern will prevent player 1 from making a 2-1 construct on his third turn. Needs to be explored since player 2 will be able to put a threat. Maybe random cells unblocked gradually after turn 5.

2) player 2 getting a +2 on his first turn will prevent a one square

3) interest points (flat x2 cell or maybe every 5 turns it gives something. Or a cell that can be accesed (stabilised?) for a limited time and then it becomes innaccesable, or even becomes a x0 cell, voiding any operations done to it. Same can be done to some blocks on the edge of the screen, allowing risky plays.

4) random starting +- peppered in. Iffy about it as its just sort of a challenge map with a solution, but could be explored.

5) as i mentioned, abilities. The simplest i can think of is once a game being able to spend your turn to flip the value on one of the blocks, so if enemy accumulated a large number or accidentally cascaded into a large number, you could take advantage of that once, flipping a -9 into a +9. Maybe allowed on blocks >5. That would create a pressure to control the numbers and avoid accidentally creating cascades or avoid preparing big bully number attacks. Surely that can be explored to create baits or a person with better game knowledge setting up cascade laucher to make a big number and then crush the enemy's ability right away with another cascade.

Some things require new mechanics, some just extend the initial central square blocked mechanic. Up to you with what dirrection you wish to take it. 

I personally have a strong feeling against "solved games" because my favourite childhood game was Mancala and this brings me back to it. If only it wasn't solved one could still enjoy it. If you haven't played it, there are a few online, you might want to try it, it has a lot of similar mechanics with cascading and setting up the board for the enemy or baiting them.

One of the issues of a solved game is the "complete information". I think it would be a different game mode, but a fog of war would be fun to explore, both players starring in one of the corners and blocked from seeing the other half of the screen, not knowing what the other player is building (or maybe where the other player's walls are and how they utilise them in their offence/defence)


Oooooh! I'll try the larger maps! WHY did you hide them from me!!! XD

Anyway. I hate puzzles, i like stategy games. I want to play it as a strategy game against complex bots. This game gets me thinking and i like it.

Good job.

You place them and then you sorta need to click one of the arrows