24 submissions
Hello, everyone
Indev-3 update is up
If you have any issues with it - please, do not hesitate to contact me at TamNyamDen[at]gmail.com
This update I mainly focused on adding more interactivity into the game. A lot of previously introduced systems were completely reworked or improved, and some new features have been added.
One of the major mechanics of this update is 'Kaiju' mode, that also brings 5 fresh achievements dedicated to it.
To enter the 'Kaiju' mode buy a corresponding ascension upgrade, that is unlocked by getting 'Big bad' achievement (chances are you already have it). To leave this mode - simply refund the upgrade.
Oh, yes, ascension upgrades can be refunded individually now. To refund an upgrade - just press [-] button in the upgrade's window.
The best assist to the game's development is your feedback, but if you would like to support me financially, you can send me a tip via Boosty
If you find a bug or have a suggestion - feel free to contact me at TamNyamDen[at]gmail.com
I deeply appreciate any support
At this point I have to mention, that the game was, is and always will be absolutely free of any charge whatsoever.
My main goal is to bring YGD into the state I, and hopefully everyone playing the game, would be happy with, and not to make an endless development cycle out of it.
To upload your savefile go to main menu>settings>game session>upload save (or use 'Tap here to upload button', if that does not work for you)
Regarding custom sprites: you may upload up to 4 custom sprites into the game. This limitation can be adjusted in the game settings, however higher limit does not guarantee, that uploaded sprites will be saved properly, since browser's storage may not have enough space.
Also, you do not have to upload custom sprites for each size level now, just choose levels on which you would like to have a different sprite at (you may change those levels by dragging squares, that represent uploaded sprites, onto another ones).
Indev-3 update is up
If you have any issues with it - please, do not hesitate to contact me at TamNyamDen[at]gmail.com
Play hereThis update I mainly focused on adding more interactivity into the game. A lot of previously introduced systems were completely reworked or improved, and some new features have been added.
One of the major mechanics of this update is 'Kaiju' mode, that also brings 5 fresh achievements dedicated to it.
To enter the 'Kaiju' mode buy a corresponding ascension upgrade, that is unlocked by getting 'Big bad' achievement (chances are you already have it). To leave this mode - simply refund the upgrade.
Oh, yes, ascension upgrades can be refunded individually now. To refund an upgrade - just press [-] button in the upgrade's window.
The best assist to the game's development is your feedback, but if you would like to support me financially, you can send me a tip via Boosty
If you find a bug or have a suggestion - feel free to contact me at TamNyamDen[at]gmail.com
I deeply appreciate any support
At this point I have to mention, that the game was, is and always will be absolutely free of any charge whatsoever.
My main goal is to bring YGD into the state I, and hopefully everyone playing the game, would be happy with, and not to make an endless development cycle out of it.
---Useful informationTo upload your savefile go to main menu>settings>game session>upload save (or use 'Tap here to upload button', if that does not work for you)
Regarding custom sprites: you may upload up to 4 custom sprites into the game. This limitation can be adjusted in the game settings, however higher limit does not guarantee, that uploaded sprites will be saved properly, since browser's storage may not have enough space.
Also, you do not have to upload custom sprites for each size level now, just choose levels on which you would like to have a different sprite at (you may change those levels by dragging squares, that represent uploaded sprites, onto another ones).
Category Other / Macro / Micro
Species Unspecified / Any
Size 940 x 512px
File Size 404.3 kB
Listed in Folders
Thank you for the report!
May I ask you to provide more information about the bug you found, please?
What stage of the 'Kaiju mode' that was when it happened?
Was sound playing while the screen was black?
Could you access in-game menus or go to the main menu?
Did you take any actions to get out of softlock (like rebooting the game)?
I would be very grateful for any addition information regarding the issue
May I ask you to provide more information about the bug you found, please?
What stage of the 'Kaiju mode' that was when it happened?
Was sound playing while the screen was black?
Could you access in-game menus or go to the main menu?
Did you take any actions to get out of softlock (like rebooting the game)?
I would be very grateful for any addition information regarding the issue
I was in the third stage (nor including the first stage you instantly grew out of, when the city is very small against your feet) when resetting this way. No sound played, and the screen was total black, nothing would get me out. Of course, reloading the game did fix it, and I made the point to myself to NOT do it again.
Oh no, clicker games and macro growth are a dangerous combination for me. And sure enough, I was immediately hooked on this one! It's a lot of fun so far, though I have a few points of feedback if you'd to hear them:
The Unstoppable Growth achievement, where you have to achieve a new height record 5 times in a row, is a bit weird. For one, you can get totally locked out of it if you end up reaching 1gm before getting it, since the game seems to stop counting your height after that point. Even if you couldn't, the achievement can either be completely trivial if the player knows about it and goes for it early on or very difficult to get if they do a long playthrough and have to repeat it however many times in order to get a high score again.
It would be nice if we could see how much size/currency we're gaining per second. It would help show how each upgrade affects the player's growth, and it can also show how ascension upgrades affect things as well.
I like the events that happen as you play, though I wish there was a bit more variety to them, especially near the later stages. There are only so many times you can blow away the clouds for a party before the meteorologist starts getting annoying.
Speaking of events, I really don't like how they automatically pause the game. It makes it harder to leave it running in the background, which players want to be able to do in idle/clicker games like these. I think it would be better if an event caused a little notification that the player needs to click on in order to activate it. That way they wouldn't interrupt the game but still encourage the player to keep tabs on it every now and then. That would be my biggest complaint of the game so far.
Lastly, I have an idea for a mechanic that would be a pretty major addition so it isn't a serious suggestion. I think it would be neat if the player could move left and right while growing and explore the street/city/countryside a bit (once you get earth-sized then going left and right could just rotate it around you). That way, instead of just having them randomly pop up, you could put events in the world itself so the player could actively seek them out (or end up growing toward them anyway, haha). I think that would add a level of extra interactivity without messing too much with the idle/clicker game loop, and it would be a nice way to hide little bonuses or secrets later on.
All that said, this game is great so far, and I'm excited to see where it goes!
The Unstoppable Growth achievement, where you have to achieve a new height record 5 times in a row, is a bit weird. For one, you can get totally locked out of it if you end up reaching 1gm before getting it, since the game seems to stop counting your height after that point. Even if you couldn't, the achievement can either be completely trivial if the player knows about it and goes for it early on or very difficult to get if they do a long playthrough and have to repeat it however many times in order to get a high score again.
It would be nice if we could see how much size/currency we're gaining per second. It would help show how each upgrade affects the player's growth, and it can also show how ascension upgrades affect things as well.
I like the events that happen as you play, though I wish there was a bit more variety to them, especially near the later stages. There are only so many times you can blow away the clouds for a party before the meteorologist starts getting annoying.
Speaking of events, I really don't like how they automatically pause the game. It makes it harder to leave it running in the background, which players want to be able to do in idle/clicker games like these. I think it would be better if an event caused a little notification that the player needs to click on in order to activate it. That way they wouldn't interrupt the game but still encourage the player to keep tabs on it every now and then. That would be my biggest complaint of the game so far.
Lastly, I have an idea for a mechanic that would be a pretty major addition so it isn't a serious suggestion. I think it would be neat if the player could move left and right while growing and explore the street/city/countryside a bit (once you get earth-sized then going left and right could just rotate it around you). That way, instead of just having them randomly pop up, you could put events in the world itself so the player could actively seek them out (or end up growing toward them anyway, haha). I think that would add a level of extra interactivity without messing too much with the idle/clicker game loop, and it would be a nice way to hide little bonuses or secrets later on.
All that said, this game is great so far, and I'm excited to see where it goes!
Thank you for the feedback and kind words!
Actually, most of the ideas you have mentioned on how the existing systems could be improved are already in works and will probably see a light of day in the future minor updates (smaller, yet more frequent ones).
Regarding player movement and world interaction: that is a very interesting idea, though it would be truly project-warping mechanic.
Not impossible, though.
However, I do not think I am going to try out something like that in the nearest future, sorry.
Though, I am planning to add some more interactivity to the events system, in some ways similarly to that you could have seen in the 'Kaiju mode'.
Thank you once again for the feedback, I really apreciate it.
Actually, most of the ideas you have mentioned on how the existing systems could be improved are already in works and will probably see a light of day in the future minor updates (smaller, yet more frequent ones).
Regarding player movement and world interaction: that is a very interesting idea, though it would be truly project-warping mechanic.
Not impossible, though.
However, I do not think I am going to try out something like that in the nearest future, sorry.
Though, I am planning to add some more interactivity to the events system, in some ways similarly to that you could have seen in the 'Kaiju mode'.
Thank you once again for the feedback, I really apreciate it.
I have been tinkering with this idea for quite a while now.
While technically it is not impossible, in execution there would be a lot of issues related to HTML5 itself, and I am not sure if it is even possible to circumvent them in the first place.
Because of that, for now thas system is not my top priority, sorry.
However, if you have any suggestions for what sounds could be added into the game, please feel free to contact me by email on TamNyamDen[at]gmail.com
While technically it is not impossible, in execution there would be a lot of issues related to HTML5 itself, and I am not sure if it is even possible to circumvent them in the first place.
Because of that, for now thas system is not my top priority, sorry.
However, if you have any suggestions for what sounds could be added into the game, please feel free to contact me by email on TamNyamDen[at]gmail.com
Neat little game it's nice to see you still working on it, I wanted to leave a comment since I noticed this.
I don't know if it's intentional or a bug, but after the stage where the city is small at the characters feet, and you spurt to the next stage at ~23km tall (the stage immediately before the one where the entire planet is visible). It is at this stage where the effect from the second upgrade from the top, the potion looking thing which increases tap effectiveness, becomes completely negligible to nonexistent. I confirmed this on my end playing around using the "Out of bounds" ascension upgrade to exclusively invest in the second 'potion' upgrade.
I don't know if it's intentional or a bug, but after the stage where the city is small at the characters feet, and you spurt to the next stage at ~23km tall (the stage immediately before the one where the entire planet is visible). It is at this stage where the effect from the second upgrade from the top, the potion looking thing which increases tap effectiveness, becomes completely negligible to nonexistent. I confirmed this on my end playing around using the "Out of bounds" ascension upgrade to exclusively invest in the second 'potion' upgrade.
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