The game still responds, but clicking the trophy doesn't end it so IDK what to do here.
blankity
Recent community posts
So the demo ends at the first terminal, and I thought my preparation might've been overkill, anyways.
Minor complaints:
The metal scavenger's bar is always full.

I'd like if the disposible biocell's bars only looked empty once the cell itself was empty. This can be confusing to look at and also means I needed to double check disposable biocells before destroying them.

If I don't have empty space for biomass and I get some in a scavenge action, all of the collectors try activating.
Lastly, the status panel says a level 1 sensor increases range by 200 meters, but the sensor itself says 20 meters.
Four mechanically neutral QOL suggestions:
1. The ability to set certain items to either need a confirmation window before destroying them or just not allow destroying until that setting is off. I've accidentally destroyed a biomass generator while quickly changing disposable biocells and just reloaded the last save. (Auto destroying empty disposable biocells feels more like an augment idea to me.)
2. A pause button so I can get some water without worrying about running out of biomass/power. This is actually more prevalent in early game than late game. My current solution was simply switching tabs since the game wouldn't run in the background.
3. Letting the player transfer from scrap box to scrap box or carcass container to carcass container. (Maybe even for material boxes of the same component instead of doing it one at a time.)
4. Upgrades taking from boxes take from the box of components that has the least components first, so if I have a box of 20 magnets and another with 7, an 8 magnet upgrade always leaves me with one box of 19 magnets and an empty box.
It's a good game though.
I found two minor bugs with the grabber. (I know there's an in game bug report, but I want to attach images.)
1. The grabber shows yellow if it was turned off while fully charged.

2. The grabber drains power while on and fully charged.

Haven't encountered a terminal yet, might reply to this comment once I do.
I feel like when an enemy dies should not be an option for the starting trigger and the non-damaging options other than gain XP should not be options for the starting action simply because picking either one of those means you're stuck at level 1 for the whole game. (Unless there's a hidden third way of getting XP?)


While no picture for it, I noticed that Ethyl's cards are more specific as to how stonefist spirit scales or that vine lash states you have to target an enemy whereas the others' cards don't.
Lastly, I don't think the flee button works.
It's a nice game though.
I think the concept works (although I'm not sure how later round scaling goes.) [Theoretically, anything can be Balatro'd, the skill is in making it fun.]
Also, the wolf just feels like a guaranteed loss if you have no mult relics past the first round.
Anyways, there were some bugs.
The only major one is that red dice that wouldn't score normally but score because of Hungry Pachyderm work against the wolf. (For example, if you get three of a kind with 2 white 3s and a red 3, the red one won't work, but if you also had a red 4, the 4 would score for some reason.) [In this case, I used Red Disk to make all the dice red.]

Butterfingers limited the points per category to half the goal + 1.

Lastly (no screenshot because that'd be too difficult, and it's just visual.) Five Alive visually triggers both times a 5 activates instead of just the one time it triggers the five.



IDK if glitches are supposed to apply to wonders so I put that in just in case. No buildings are visibly affected by glitches and it seems that only the first turn of glitches actually works. All 4 of these are on the same turn, and I had only unlocked 8 T2 buildings.
Also I think the shield generator's description is just the template.

I am able to research the first extra building slot again. In the order of research I got, Space Mines, Tactical Systems, First Extra Building Slot, Launch Facility, Sensor Improvements then General Improvements. As proof I already researched the first extra building slot, I have 5 buildings on the capital.























Two ammunition factories via research?