One of the complexities in mid game is actually that you have too much Silt and need to get rid of it, but I also get that some players will see the possibility of running out and worry about soft-locking or feel that they can't shift workers away from the Depth Gauge task because they'll run out of Silt.
A small spoiler: Near the bottom, you gain an unlimited source of Silt so you can't soft-lock, but you do have to keep diving to reach it.
Could you let me know your specific resolution? I play on a 4K without much issue but I know people are out there with 8K monitors.
I'm uploading a new options menu entry for increasing font size and it focuses on the smaller font items. If that still isn't enough, if you could post a screenshot so I could tell where it's lacking on your higher resolution it would be greatly appreciated :)
I'm struggling with the page size. full screen makes a bunch of stuff go offscreen to the right. not full screen makes it so that i have to middle click to scroll around to see the different parts of the screen.
If you can fix this I'd like to play the game, but as-is, I'm struggling to do so.
I've also added today an update which auto-determines whether you can fit the screen with all three columns and if not, it switches automatically to a compact mode. The options menu also has a secondary compact mode which compacts the right column instead of the left.
This should help people with lower resolutions play more easily.
fun game silt got a bit annoying in the early and end game felt like a bit too little early on too much near the end that you just had to keep getting rid of
I appreciate the feedback. I'm working through some of the balance issues now, trying to get rid of the points in the game that feel like they pass too slowly. Getting rid of resources you have too much of is an intended feature but at the moment it feels unintentional, like a bit of a chore, and i'm working on it. I hope you get a chance to try it again when it's improved, I'll keep at it :)
That's absolutely an option I'm exploring but it changes the pacing of the entire game so it would require a LOT of extra testing to confirm if that feeling is better or worse. Additionally, I have to make sure a change like that wouldn't allow for a soft-lock to occur due to wasting a resource you later might need to move forward.
Coincidentally, the fact that you can't explore further because you hit the max of a resource actually is inspired from YFAHITG, though in that game the resource you have to stop exploring if you hit the max of is Treasure.
for the potential soft lock issue you could also add in a way to turn something else you can get passively back into silt edit: an option that might be easier is having the silt storage be increased by percentage rather than flat after a point
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Really don't like the way that there's a limited amount of silt per veil.
One of the complexities in mid game is actually that you have too much Silt and need to get rid of it, but I also get that some players will see the possibility of running out and worry about soft-locking or feel that they can't shift workers away from the Depth Gauge task because they'll run out of Silt.
A small spoiler: Near the bottom, you gain an unlimited source of Silt so you can't soft-lock, but you do have to keep diving to reach it.
Another suggestion: Add a hotkey for assigning multiple oneiri at once.
I'll look into this :) Shouldn't be too hard to add a multiplier UI so that clicking a + or - will do 5 or 10 at a time.
With max text size, the drift has text overflowing the box and goes missing. I think it needs a scroll bar when this happens.
I'm using a high res laptop. The font is too small to read. I suggest adding a UI scale setting.
Could you let me know your specific resolution? I play on a 4K without much issue but I know people are out there with 8K monitors.
I'm uploading a new options menu entry for increasing font size and it focuses on the smaller font items. If that still isn't enough, if you could post a screenshot so I could tell where it's lacking on your higher resolution it would be greatly appreciated :)
By combining max text size with compact layout it's enough for me.
I'm struggling with the page size. full screen makes a bunch of stuff go offscreen to the right. not full screen makes it so that i have to middle click to scroll around to see the different parts of the screen.
If you can fix this I'd like to play the game, but as-is, I'm struggling to do so.
Could you let me know what your screen resolution is?
Currently the standard size is 1920x1080. If I knew yours, I could simulate it, and then I can put in a system that resizes based on that possibility.
I appreciate you letting me know :)
1920x1080 is the size of my display. I've included a non-fullscreen screenshot below as an example, you can see how its clipped on all four sides
I've implemented a fix for fullscreen mode that should adjust down to smaller resolutions. I'm currently working on the non-fullscreen fix now.
Okay I changed the default resolution on the embed page to 1600x900 so now the non-fullscreen should work unless your resolution is below that.
I've also added today an update which auto-determines whether you can fit the screen with all three columns and if not, it switches automatically to a compact mode. The options menu also has a secondary compact mode which compacts the right column instead of the left.
This should help people with lower resolutions play more easily.
Here's a fullscreen SS
fun game silt got a bit annoying in the early and end game felt like a bit too little early on too much near the end that you just had to keep getting rid of
I appreciate the feedback. I'm working through some of the balance issues now, trying to get rid of the points in the game that feel like they pass too slowly. Getting rid of resources you have too much of is an intended feature but at the moment it feels unintentional, like a bit of a chore, and i'm working on it. I hope you get a chance to try it again when it's improved, I'll keep at it :)
could go the hole in the ground route and allow for exploration even if you lose resources by doing so
That's absolutely an option I'm exploring but it changes the pacing of the entire game so it would require a LOT of extra testing to confirm if that feeling is better or worse. Additionally, I have to make sure a change like that wouldn't allow for a soft-lock to occur due to wasting a resource you later might need to move forward.
Coincidentally, the fact that you can't explore further because you hit the max of a resource actually is inspired from YFAHITG, though in that game the resource you have to stop exploring if you hit the max of is Treasure.
for the potential soft lock issue you could also add in a way to turn something else you can get passively back into silt edit: an option that might be easier is having the silt storage be increased by percentage rather than flat after a point
I appreciate the idea, I'll look into it more this weekend when I have more time to work on this :)