The game is visually appealing. It reminds me a bit of Starmancer.
But...
If you're looking for something interesting...
1 sex scene - 2 animations
1 vore scene - 2 animations
It glitches easily if you have two Maneaters you can interact with and try to interact with only one. (The scene repeats with the surrounding ones, and then you can't control the characters.)
The best way to finish your constructions is to save and load the game.
And the tycoon aspect is... weak... It would be more interesting if there were a couple more constructions that generate more money.
Once you achieve a minimum level of automation that generates some money, the most interesting thing to do is see how many machines you need to intentionally cause lag.
Although, the game has potential. But I think it needs a couple more characters.
The mane-ears should have more weight variations and interactions... even interactions between themselves.
And a machine that generates people who can eat or have sex.
It has the potential to be something interesting, but its current state leaves much to be desired.
Since the game was recently updated, I too am back with more updates.
Right off the bat, there's a link to a discord server on the title screen. Neat!
The Nomonomocon (ha) is very effective and clears up things that may have been vague prior. The scribbles and sentences that seem written afterwards sort of remind me of the journals from Gravity Falls.
The descriptions in the tool bar are nice, as now you can read through them to see what can be useful, or simply cosmetic. I saw the foundations all have their effects in the description, even if none of them do much yet.
The ability to save your progress is also a lifesaver, and very welcome. That being said, I noticed that when you load a save file, the spawn rates on the Auto Spawners are reset, and if they were upgraded, you'd have to go into the spawner's settings and manually slide it back to where you had them. Not a big deal, but some people might not know that.
I also noticed that if you have enough spawners running at the same time and fast enough, the game starts to chug. Not much, but as the scale of the game increases, that could cause issues..
Overall, though, I'm happy to say I still like what I see and would like to see more!
Mechanically, I think the gameplay is solid so far, though it could be tweaked in future.
I really like the aesthetic of Nomonauts, it's very vibrant and the pixel art is done well.
The music works well for the game, it sort of sounds like it'd play during a building montage in a show, which the game kind of is.
The startup is silly but effective, and gets you well acquainted with the kind of game you'll be playing from the get-go.
If there was anything to be added, I think a description of the things in the toolbar would be helpful, so you don't accidentally buy a nuclear bomb or something..
I think the ability to upgrade the items in the logic tab would be neat. Upgrading things like the rock converter or lever dispenser to do different things at different levels could be interesting.
The minigame I saw was neat, though if there are others, they could be a little more obviously triggered.
Do the extra foundations do anything? Or are they just there for the vibes? Either answer is cool. Maybe different foundations could have different effects on the helpers?
There doesn't seem to be enough going on with food, maybe have it so that way his hormone bar effects how well he functions? Like, if the hormone bar is too high, he can't focus on building things until you play a minigame and tend to it. Plumsuger could probably help out.
And by extension, maybe if Plumsuger hasn't eaten for a particularly long period of time, they'll stop helping too.
On the note of, lore, I found it a neat concept that the two have to work together to make certain devices, almost like said devices use technology one of them doesn't really understand, which could probably be further elaborated with more than two kinds of helpers in the future. I find the corporation that hired food to be a neat sort of shadowy figure.
I found it funny that plumsuger genuinely just eats rocks and that the best way to keep their hunger at bay was to like, station them near a rock dispenser and that food just never has to eat ever a day in his life
If there are future updates (which I know there will be) I absolutely look forward to seeing how they expand on the gameplay, mechanics and artstyle.
thanks for the detailed feedback and helpful suggestions! We'll keep them in mind for future updates. In the meantime, Update [0.22] addresses a lot of the issues mentioned like the addition of info guides. Also, we really like the idea of foundation blocks affecting the helpers, so that's definitely something we'll be considering down the line.
Really good game so far, I love the art-style of the game and I hope you expand upon it further(pun included). I know its still a demo but here is some small things I noticed when playing that might need to be fixed.
I feel like it should be made more apparent of the maneaters role, I honestly though her saying that she helps with machines was more flavor text than implying that some machines cant be crafted with her nearby and often was confused of why certain buildings never completed until later on when I realized this.
For some reason when I spawned another maneater the game lightly bugged out, I don't know how to properly describe it but when dragging and dropping her onto a tile the surrounding area got really pixelated I have no clue what caused it and it has not happened again.
After feeding the maneater once and doing the minigame no matter how long or how full the hunger meter go it never prompted me for another interaction. Only when I put down another maneater and had that one get hungry did it prompt another interaction.
Sometimes when doing the rubbing minigame when completing it the window for the minigame does not close but the mini game completes so after interacting again the window closes but since the game still thinks its in the minigame panel the game no longer recognizes/shows the cursor, you can still interact with things but the only way to resolve it is by closing and reopening the game which resets progress for the current demo.
Again I really love the game and hope you make more of it, thank you for your time making this game.
I'm gonna be honest I'm really confused, no other tutorials pop up after I place the conveyors, no buttons for me do anything except M1 and scroll, Idk if I messed something up or what
So far its only conveyors, refinery, the manual moon ore gen & the slow auto gens. Pretty hot demo, cant wait to see more pawn interactions and what their stats affect alongside more complex logic buildings.
Thanks, managed to figure it out after some messing around I think there might be a bug if you have more than 1 maneater as i think what one does they all do which bugs the game out as they all happen at the same time
Edit: they also seem to just stop being interactable after an event as their hunger bar can be maxed out and nothing will appear over them
Game isn't playable on my end. The hammer buttons opens a menu, but only the "Decor" and "Helpers" tab actually let you click on items, the others don't register the click
The Captain Database button also doesn't work, and you can't do nothing with the initial helpers. Only thing I can do is click on a red button on that blue cabinet, that spawns something, and after a while it disappears giving me cash, no explanation on what it is or what it does. The button is also single use only.
EDIT: after a while, I could click again the button, and got three more canisters.
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...ok but how do you actually feed the hungy ones without losing workers?
could say might be bug
wheni drag both of my character here i cant move then back or even clicking of then
The game is visually appealing. It reminds me a bit of Starmancer.
But...
If you're looking for something interesting...
1 sex scene - 2 animations
1 vore scene - 2 animations
It glitches easily if you have two Maneaters you can interact with and try to interact with only one. (The scene repeats with the surrounding ones, and then you can't control the characters.)
The best way to finish your constructions is to save and load the game.
And the tycoon aspect is... weak... It would be more interesting if there were a couple more constructions that generate more money.
Once you achieve a minimum level of automation that generates some money, the most interesting thing to do is see how many machines you need to intentionally cause lag.
Although, the game has potential. But I think it needs a couple more characters.
The mane-ears should have more weight variations and interactions... even interactions between themselves.
And a machine that generates people who can eat or have sex.
It has the potential to be something interesting, but its current state leaves much to be desired.
these are all true and interesting angles that I hadn't considered when I first played, but they're all right..
But at least we can both agree that there is potential.
I can't get the automatic spawner to work on mobile.
nice file size
Since the game was recently updated, I too am back with more updates.
Right off the bat, there's a link to a discord server on the title screen. Neat!
The Nomonomocon (ha) is very effective and clears up things that may have been vague prior. The scribbles and sentences that seem written afterwards sort of remind me of the journals from Gravity Falls.
The descriptions in the tool bar are nice, as now you can read through them to see what can be useful, or simply cosmetic. I saw the foundations all have their effects in the description, even if none of them do much yet.
The ability to save your progress is also a lifesaver, and very welcome. That being said, I noticed that when you load a save file, the spawn rates on the Auto Spawners are reset, and if they were upgraded, you'd have to go into the spawner's settings and manually slide it back to where you had them. Not a big deal, but some people might not know that.
I also noticed that if you have enough spawners running at the same time and fast enough, the game starts to chug. Not much, but as the scale of the game increases, that could cause issues..
Overall, though, I'm happy to say I still like what I see and would like to see more!
Nomonauts has potential.
Mechanically, I think the gameplay is solid so far, though it could be tweaked in future.
I really like the aesthetic of Nomonauts, it's very vibrant and the pixel art is done well.
The music works well for the game, it sort of sounds like it'd play during a building montage in a show, which the game kind of is.
The startup is silly but effective, and gets you well acquainted with the kind of game you'll be playing from the get-go.
If there was anything to be added, I think a description of the things in the toolbar would be helpful, so you don't accidentally buy a nuclear bomb or something..
I think the ability to upgrade the items in the logic tab would be neat. Upgrading things like the rock converter or lever dispenser to do different things at different levels could be interesting.
The minigame I saw was neat, though if there are others, they could be a little more obviously triggered.
Do the extra foundations do anything? Or are they just there for the vibes? Either answer is cool. Maybe different foundations could have different effects on the helpers?
There doesn't seem to be enough going on with food, maybe have it so that way his hormone bar effects how well he functions? Like, if the hormone bar is too high, he can't focus on building things until you play a minigame and tend to it. Plumsuger could probably help out.
And by extension, maybe if Plumsuger hasn't eaten for a particularly long period of time, they'll stop helping too.
On the note of, lore, I found it a neat concept that the two have to work together to make certain devices, almost like said devices use technology one of them doesn't really understand, which could probably be further elaborated with more than two kinds of helpers in the future. I find the corporation that hired food to be a neat sort of shadowy figure.
I found it funny that plumsuger genuinely just eats rocks and that the best way to keep their hunger at bay was to like, station them near a rock dispenser and that food just never has to eat ever a day in his life
If there are future updates (which I know there will be) I absolutely look forward to seeing how they expand on the gameplay, mechanics and artstyle.
thanks for the detailed feedback and helpful suggestions! We'll keep them in mind for future updates. In the meantime, Update [0.22] addresses a lot of the issues mentioned like the addition of info guides. Also, we really like the idea of foundation blocks affecting the helpers, so that's definitely something we'll be considering down the line.
Sounds amazing, I can't wait to see it all unfold and I'm even more excited to see how you handle it.
Make fun to have, and have fun making it, guys.
Really good game so far, I love the art-style of the game and I hope you expand upon it further(pun included). I know its still a demo but here is some small things I noticed when playing that might need to be fixed.
I feel like it should be made more apparent of the maneaters role, I honestly though her saying that she helps with machines was more flavor text than implying that some machines cant be crafted with her nearby and often was confused of why certain buildings never completed until later on when I realized this.
For some reason when I spawned another maneater the game lightly bugged out, I don't know how to properly describe it but when dragging and dropping her onto a tile the surrounding area got really pixelated I have no clue what caused it and it has not happened again.
After feeding the maneater once and doing the minigame no matter how long or how full the hunger meter go it never prompted me for another interaction. Only when I put down another maneater and had that one get hungry did it prompt another interaction.
Sometimes when doing the rubbing minigame when completing it the window for the minigame does not close but the mini game completes so after interacting again the window closes but since the game still thinks its in the minigame panel the game no longer recognizes/shows the cursor, you can still interact with things but the only way to resolve it is by closing and reopening the game which resets progress for the current demo.
Again I really love the game and hope you make more of it, thank you for your time making this game.
Thanks for the feedback! and yeah this recent update [0.22 released] fixed many of the bugs and added a whole lot of guides to the game
Excellent work and amazing art style. Would love to see the man eater get fatter.
I'm gonna be honest I'm really confused, no other tutorials pop up after I place the conveyors, no buttons for me do anything except M1 and scroll, Idk if I messed something up or what
Good art. Hopefully she can became even more vorny and fat in next versions.
So far its only conveyors, refinery, the manual moon ore gen & the slow auto gens. Pretty hot demo, cant wait to see more pawn interactions and what their stats affect alongside more complex logic buildings.
Just curious is it supposed to be only 1$ per rock and if so is there a way to automate the clicking?
Experiment!
( item after conveyor is a purifier which makes rock sell for more, the one that costs $500)
(And the item on the very right is one that automatically spawns rocks once you click it to activate it once it’s built)
Thanks, managed to figure it out after some messing around I think there might be a bug if you have more than 1 maneater as i think what one does they all do which bugs the game out as they all happen at the same time
Edit: they also seem to just stop being interactable after an event as their hunger bar can be maxed out and nothing will appear over them
Game isn't playable on my end.
The hammer buttons opens a menu, but only the "Decor" and "Helpers" tab actually let you click on items, the others don't register the click
The Captain Database button also doesn't work, and you can't do nothing with the initial helpers.
Only thing I can do is click on a red button on that blue cabinet, that spawns something, and after a while it disappears giving me cash, no explanation on what it is or what it does. The button is also single use only.
EDIT: after a while, I could click again the button, and got three more canisters.
Sorry! We just uploaded a new build [0.21] it should fix things
Hell yeah, great demo and concept! Can't wait to see more!
Thanks!