DaveKap Sep 4, 2014 @ 2:44am
Random thoughts about the game.
First of all, I love the art, visual, and audio style of the game. Top notch work by your artists all around. The gameplay itself is also rather addictive, even if there isn't a Terraria/Starbound/Factorio mode and this is a level-based game. Heck, I can't even win my first round of play. That UFO ate up a lot of my rockets. Hopefully my jamming them down his maw were what made him decide to leave. If not, heck if I know how to kill that thing!

All that being said, I think there are some quality-of-life improvements that need being done so here's my little list of what they are!

1: Slide down ladders. Call me crazy but all ladders in the history of video games need you to go down them faster than you can go up them. As it is, you can jump and fall and grab at the last minute to keep yourself from getting hurt but this little work around wouldn't be necessary if the character would just slide down the thing at 2x the current speed it takes for him to climb up. This is just how ladders shoudl work!

2a: Object recall. To be honest, as fun as the pogo stick is, I have no clue how it's supposed to be useful for an effecient factory. The only way it could be useful is if I could recall it to my character and not have to worry about leaving it behind anywhere.

2b: But upon thinking about it, I definitely need something at the bottom of pits to throw me back up (something faster than climbing ladders) but that pogo stick really ain't a good answer. How about a trampoline? An energy trampoline that shoots you up? Perhaps it could also catch you for falling? Imagine an expensive version of ladders being a trampoline that can catch you and chuck you upward! Seems like a good investment to me.

OK admittedly I went off on a tangent there because I know that girders can be placed to get you up and down easily but I think trampolines are awesome. ;)

3: Soup-changing ability. The soup factories require that you destroy them in order to place a new one. Why? I feel like it's not out of the question to allow changing the soup types (cheap if already researched) or cleaning out the soup bucket (expensive because soap) in order to re-organize your facility without having to constantly blow holes into it.

4: Change hallway type. While we're on the subject of changing things that are already built, I feel like I should be able to convert 2-way hallways into 3-way hallways and vice versa without, again, blowing holes in my facility. Really anything with a hallway (rocket/soup/container) should be buildable OVER a hallway.

5: Turret upgrade. Mainly because those things are barely useful. Why not be able to spend money on them individually to upgrade their power, ammo, or even buy an auto-reload feature or damage? I know there's some 99 wrench stuff in the tech tree waiting to be used but it'd be a bit more turret-defense to just do it individually. Treat the tech tree like a global modifier, as it already is, while allowing individual upgrading in the short term.

6: 4-Way Corridor. I mean... really.. where is it?
EDIT: I figured this one out! Not very obvious but glad it's there.

7: Something to do with leftover bots. Maybe a recycling center that converts anything (plants/soup/robots/weapons) into an appropriate amount of resources. It just seems silly that I flat out destroy stuff to clean my base out when recycling should be an option of the future!

8: Some way to control wildlife. I feel like I should be able to grow one of those wildlife spawners on my own inside a facility that keeps them in lockdown at some heavy costs and consistent maintenance. I dunno, this one is kinda out there, but it has to do with my final point.

9: I need a good reason to traverse more than 20 yards away from my base. As it is, it seems like everything I need is nearby and if it isn't, I can just make it be nearby. I'm not against this being a farm simulator where you want to pull everything in but it seems like I don't have much of a reason to go far once I've gathered everything I need. Perhaps there should be some more randomly spawning goodies on the outter stretches of the map?

10: Just kidding, one more thing. Any way I can place blocks of land? I keep accidentally buzzing away little blocks that I wanted to keep around. I know I should be architecting my base but I'm such an OCD fanatic that I'd love to be able to place down dirt/grass/rock as well! Or at the very least, 1 block sized girders.

Okay! That's all I have for now. I love that this game is in constant development and that you guys are a small dev team working your heart out for it. Keep up the great work and I'm excited to see where you're headed with this!
Last edited by DaveKap; Sep 4, 2014 @ 3:13am
Showing 1-15 of 17 comments
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DaveKap Sep 4, 2014 @ 3:09am 
Oh, just beat level 1. Ink soup co got real lazy!
HungWeasel Sep 4, 2014 @ 10:46am 
Wait, your Saucer Boss left? How many rockets did you shoot into it? I've never had mine leave, so maybe the trick is to just over load it with rockets (which I tried, but maybe I didn't persist long enough in that strategy).

Let me know if you can make the boss leave again, thanks!
Last edited by HungWeasel; Sep 4, 2014 @ 10:49am
SteroidBurrito Sep 4, 2014 @ 12:05pm 
I agree with the OP on many points such as with ladder climbing spped and the need for 4-way corridors, exploration. There are a few others things that could potentially make this an exreme time waster me me such as:

1. Automation. I'm sure the devs are working on more objects to "automate" the whole factory premise. I like the idea of the game starting off as you being the sole source of manual labor to get your factory on its feet then gradually putting you into a maintenance/expansion role. E.g. robots to gather materials, better way to move ingredients throughout the base, etc.

2. Gardening. Along the same lines as the oxygen plant, there could be other ways to bolster plant grown such as watering, fertilizer, or having the wildlife/weather interact with the plants to pollinate them or whatever.

3. Tower defense. Maybe allow the player to send units to attack the enemy corporation along with having more self defense options and events (like the giant ufo).
DaveKap Sep 4, 2014 @ 8:27pm 
Originally posted by HungWeasel:
Wait, your Saucer Boss left? How many rockets did you shoot into it?
I didn't keep track but basically it sat around for 1.5 days and all of my rockets were shot into the center of it. I assume it was supposed to be like Independence Day and the "sacrifice" was supposed to be like the end of that movie.

Originally posted by SteroidBurrito:
1. Automation.
FYI if you haven't played Factorio, Google it and say goodbye to your friends and family for about a month because you will become addicted like me.
mass1ve  [developer] Sep 5, 2014 @ 2:50am 
Great day in the morning, that is a lot of feedback DaveKap! But we appreciate it all, so let me touch on each issue for you.

1. Being able to slide down ladders has come up a lot recently, and we are considering changing up a few things about the ladders in general, so this could possibly also be added.

2a/b. The pogo stick definitely needs SOMETHING to make it as great as the hoverboard. Object recall sounds like something that would fit into the SoupCo technology plans as well, we'll see what the future brings! As for getting some quick air, we have something in the works in that department, so stay tuned for future updates.

3/4.The main reason we don't have in changing/overwriting the soup factories is that we'd like players to expand bases out into the planet and take advantage of the ingredients in different areas (which we are also working to increase the flora/fauna diversity of). While it may not be the most environmentally friendly design, we want to see soup fortresses! As for corridor types, that may actually change...

5. TURRETS! Yes, we definitely want to add turret upgrades, as well as new turret types. The tower defense aspect of Nom Nom Galaxy is admittedly kind of weak right now, and we want to beef that up, as we add new enemies as well.

7. The robot recycling idea is pretty good! Sometimes I find myself with extra Chucks or Freddies as a result of base renovations. It would be a good way to get a bit of matter or money back.

8. Creature life is another aspect we're reexamining, including the nests themselves. Being able to breed them at a reasonalbe cost could also be something we decide to do. But for now, SoupCo prides itself on free-range mutated plant-based soup!

9. It's true that there hasn't been much diversity in ingredients in different parts of the planets before, but we have changed some of that and added some brand new ingredients and plants in last Friday's update, and will continue to add in more elements and tweak others so players both enjoy and benefit from venturing out!

10. Ah, adding land. This is something that we plan to put in, and it's going to take a lot of dedication to SoupCo to get it! We can't just have any old Astroworker building mountains on unexplored planets, now.

Haven't forgotten about you, SteroidBurrito.

1. We definitely want to up the ante on automation, even possibly having harvesting robots! Watching a well-automated factory run like clockwork is pretty satisfying, and we want to make that satisfaction available with a wide variety of base designs.

2. Those are all great ideas for expanding on gardening! Some of them are already under consideration, in fact.

3. As I said above in response to DaveKap's feedback, this is an area we want to beef up and are designing some new things as I type! And as always, we'd love to hear any ideas you all might have.

Again everyone, thanks for the feedback and I hope you continue to enjoy Nom Nom Galaxy!
DaveKap Sep 5, 2014 @ 3:15am 
Yay! Thank you for the thorough response! I only have one reply in return. And it's a 2-parter. And it gets really descriptive.

Regarding the factory sprawl aspect, I have 2 suggestions.

1: Allow electric lines so I can build sub-factories in other areas of the map. This increases the chance of sprawl without forcing the corridor creep that makes me want to do soup factory overwriting. Allow me to paint a picture for you...

Imagine the typical rocky, hilly terrain found in today's maps. Now imagine that along those dotted hills are various types of soup rooms. These rooms are all connected by power lines. At each room is a robot that throws the resulting soup in an arc towards a central facility full of rockets. My landscape is now dotted with factory and electric poles but without the unnecessary sprawl of boring, old, useless corridors.

Not only does this mean I have more factory making soups and more land for farming, it also means I have more weak spots that can be attacked by enemies and more maintenance costs to build the robots and defend the electric poles and facilities. This also allows for more necessity of getting around on a hoverboard or pogo stick. Well, that's one odd idea anyway. The simpler idea is...

2: Let me swap soup rooms. In this way, I am always building a sprawling facility as intended but it allows me to re-organize which soups get produced where via recipe-swapping new facilities into old ones.

Love that you guys stay in touch with the community. Keep it up!
stephliu Sep 5, 2014 @ 10:50am 
Great thread!

If factory sprawl is an objective, a small convenience would be to manually set respawn points somewhere in the factory, so if you're working on a new remote area, you don't have to restart to base. Or, expensive teleporters? :)
p0rk1ns  [developer] Sep 6, 2014 @ 5:59am 
Thanks for the feedback, DaveKap!

New power options are coming to encourage bigger, better base designs. You make a good point about factory sprawl, though. Perhaps we can offer an option to reset ingredients for a cost.

And Stephilu! Yes to manual spawn points! You'll see something like that, or teleporters coming in the future!
[RLM] Shougat Sep 23, 2014 @ 9:27pm 
So I am up to my 150th day on Iddil and here are my thoughts.

1. Diagonal block to let bots walk up and down one land gap or 5 wide or 1 wide corridor. Don’t like how I can’t get to dirt that isn’t devisable by 2.

2. Would be nice to see the range of the jack before detonation and blocks effected…they are a large investment to have just miss the target.

3a. My biggest bug bare right now is the soup and recipes windows, it’s too large and I can’t use page up and down to navigate it quickly. I would like to see a reduced option and one click on you get the full screen spread.

Example of possible reduced layout:

http://steamcommunity.com/sharedfiles/filedetails/?id=317945471

Would be nice to see the recipes list in the working day to select soup machines from as the current soup screen is a cluster ♥♥♥♥; it is hard to compare soups and find what you haven’t tried yet. Filtering by an ingredient would also be nice.

3b. Soup research and development, a few things that would enhance the soup discovery process:

  • RnD soup maker. Slightly more expensive soup machine that would not set to a recipe. Value of soup made could be reduced as not made from specialist machine and or run at a slower speed.
  • lngredient analyser. Would tell you what the ingredient is and how best to grow it.
  • Encyclopaedia of soups you have discovered as well as plants.
  • Some screen that shows you combos you haven’t tried yet with the ingredients you have used so far

4. Counter for how many times one has gotten 100% market share.

5. Volume control, game is to damn loud.

6. Made side of corridor elevators climbable when out of power. Was building a nice corridor down and ran out of power so was stuck at the bottom of a shaft.

7. Docking station for vehicle or just make the vehicle stop and not float away...I have lost all 5 of my hoppers and 2 hover boards floated/hopped off to the end of the planet…

8. Does the amount you pay when you die get progressively larger? I got suck in negative money for so soooooo long thanks to me dying from the constant attacks combined with PAPP showing up just as I was about to recover and needed a jack to expand my base.

9. Not too happy about things costing money to repair, it was built with blue goop, why not repair with blue goop? I have the world’s supply of blue goop. Just seems a little over priced to repair which lead me to just explode things and replace them. HQ I can understand but corridors are so cheap blue goop.

10. repair/destroy/rearm screen coming up for the things that are beside you not just below.

11a. Ability to make freddy’s only throw soup barrels would be nice for automation, could have Charlie and Charles’s path straight too them aswell.

11b. Having Charlie and Charles’s take items out of storage to be used in soup mechine.

12. Eat soup to restore heath.

13. Soup powered guns. Soup powered power sauce. Soup powered fertiliser. Soup powered vehicle that has a gun that fires soup that fertilizes the ground.

14. Oh and ♥♥♥♥ everything about those randomly spawning things that just shred though dirt AND YOUR NICELY MADE FARMING AREA. Would be ok with it if I could move dirt BUT NOOOOO~~.

Think that is everything that hasn't already been mentioned at least…teleports would be nice, spawning at HQ sucks, I do like if you don't build more HQ's that stops. I look forward to having a farming bot.
Last edited by [RLM] Shougat; Sep 23, 2014 @ 10:16pm
[RLM] Shougat Sep 23, 2014 @ 10:01pm 
That wasn't everything.

15. Does picking a rival company do anything? I picked myself and at best they launch 5 soup rockets by the time I have market saturation at about 25 rockets in 2/3 days...not that I want a challenge I just don’t like the drop ship damaging my bots.

16. Hives would jump in and out of existence from day to day. Was this mean to happen?

17. Base salary is a joke.

18. Mining laser that would be a bit more accurate and delicate than the buzz saw, also blinds aliens and coop players.

19. Option to pick up object Charlie and Charles’s has in its hand.

20. Amused how when you pick up soup you slow down but not when you pick up a Charlie and Charles’s that is carrying soup.

21. Enemy attack notification can get annoying day after day. When I'm trying to farm and I can't see anything for a good few seconds

22. Arther's would walk away from enemies after attacking despite them still being in range.

23. Need a bot that can put things on to conveyers.

23. How has your day been?
Last edited by [RLM] Shougat; Sep 23, 2014 @ 10:55pm
p0rk1ns  [developer] Sep 24, 2014 @ 1:14am 
Thanks for all the feedback, Shougat! We're in line with many of the things you've mentioned. I'll go through and comment on the relevant stuff.

Originally posted by RLM Shougat:

1. Diagonal block to let bots walk up and down one land gap or 5 wide or 1 wide corridor. Don’t like how I can’t get to dirt that isn’t devisable by 2.

- The current block systems makes including diagonal blocks troublesome (I requested it a while back). There will be more locomotion options for players, and possibly for robots.

Originally posted by RLM Shougat:

2. Would be nice to see the range of the jack before detonation and blocks effected…they are a large investment to have just miss the target.

- We'll talk about this Friday. Shouldn't be too tough to implement, but it'll be low priority.

Originally posted by RLM Shougat:
3a. My biggest bug bare right now is the soup and recipes windows, it’s too large and I can’t use page up and down to navigate it quickly. I would like to see a reduced option and one click on you get the full screen spread.

Example of possible reduced layout:

http://steamcommunity.com/sharedfiles/filedetails/?id=317945471

Would be nice to see the recipes list in the working day to select soup machines from as the current soup screen is a cluster ♥♥♥♥; it is hard to compare soups and find what you haven’t tried yet. Filtering by an ingredient would also be nice.

- We agree that the soup list, recipes, and soup machines need a redesign. It's on our task list.

Originally posted by RLM Shougat:
4. Counter for how many times one has gotten 100% market share.

- Where would you see this? We'll have more metadata included when the campaign/overworld design is implemented

Originally posted by RLM Shougat:
5. Volume control, game is to damn loud.

- Yes, yes, YES!

Originally posted by RLM Shougat:
6. Made side of corridor elevators climbable when out of power. Was building a nice corridor down and ran out of power so was stuck at the bottom of a shaft.

- With power options coming back into the game (many were taken out pre-Early Access to simplfiy things) we don't forsee this as being as big of a problem. There needs to be more relevant information about your base power consumtion readily available, too.

Originally posted by RLM Shougat:
7. Docking station for vehicle or just make the vehicle stop and not float away...I have lost all 5 of my hoppers and 2 hover boards floated/hopped off to the end of the planet…

- Great idea. Those things tend to get lost pretty easily.

Originally posted by RLM Shougat:
8. Does the amount you pay when you die get progressively larger? I got suck in negative money for so soooooo long thanks to me dying from the constant attacks combined with PAPP showing up just as I was about to recover and needed a jack to expand my base.

- Negative money shouldn't happen. I'll check into the money scaling.

Originally posted by RLM Shougat:
9. Not too happy about things costing money to repair, it was built with blue goop, why not repair with blue goop? I have the world’s supply of blue goop. Just seems a little over priced to repair which lead me to just explode things and replace them. HQ I can understand but corridors are so cheap blue goop.

- We'll discuss this on Friday.

Originally posted by RLM Shougat:
10. repair/destroy/rearm screen coming up for the things that are beside you not just below.

- We've got a little problem with selecting which item you want to repair/etc. I think it could be fixed via a select on one of the analog sticks.

Originally posted by RLM Shougat:
11a. Ability to make freddy’s only throw soup barrels would be nice for automation, could have Charlie and Charles’s path straight too them aswell.

- This is being testing now.

Originally posted by RLM Shougat:
11b. Having Charlie and Charles’s take items out of storage to be used in soup mechine.

- Storage is being revamped, but we haven't talked about C&C removing stuff from it yet.

Originally posted by RLM Shougat:
12. Eat soup to restore heath.

- This might be possible. It'll go on Friday's menu.

Originally posted by RLM Shougat:
13. Soup powered guns. Soup powered power sauce. Soup powered fertiliser. Soup powered vehicle that has a gun that fires soup that fertilizes the ground.

- LOL. Interesting ideas! Soup is your main source of money, however. It does keep in with the theme.

Originally posted by RLM Shougat:
14. Oh and ♥♥♥♥ everything about those randomly spawning things that just shred though dirt AND YOUR NICELY MADE FARMING AREA. Would be ok with it if I could move dirt BUT NOOOOO~~.

- We reduced the spawn rate on the diggers in a recent patch. We want them to be a threat to the base, though. There WILL be a way to replace dirt, it's just being debated internally.

Okay, on to PART 2!
Last edited by p0rk1ns; Sep 24, 2014 @ 1:17am
p0rk1ns  [developer] Sep 24, 2014 @ 1:30am 
Originally posted by RLM Shougat:

15. Does picking a rival company do anything? I picked myself and at best they launch 5 soup rockets by the time I have market saturation at about 25 rockets in 2/3 days...not that I want a challenge I just don’t like the drop ship damaging my bots.

The rival company is your previous play data. So if you did really well, you'll have a tougher challenge. This is a temp rival AI fix.

Originally posted by RLM Shougat:
16. Hives would jump in and out of existence from day to day. Was this mean to happen?

This is working as intended. The reasoning behind it is that the player needs to go out searching for ingredients everyday. How do you find that system?

Originally posted by RLM Shougat:
17. Base salary is a joke.

The base salary 'might' scale with your rank in Soup Co. This goes back to campaign/overworld design that hasn't been implemented yet.

Originally posted by RLM Shougat:
18. Mining laser that would be a bit more accurate and delicate than the buzz saw, also blinds aliens and coop players.

We've discussed this before. Rather than add another mining tool, we'll add the ability to add blocks back. The buzzsaw already stuns enemies and will play a larger part in a combat update later on.

Originally posted by RLM Shougat:
19. Option to pick up object Charlie and Charles’s has in its hand.

You can punch them now to get them to drop anything they are carrying.

Originally posted by RLM Shougat:
20. Amused how when you pick up soup you slow down but not when you pick up a Charlie and Charles’s that is carrying soup.

OH SNAP. #HAXXORZ. Thanks for pointing that out.

Originally posted by RLM Shougat:
21. Enemy attack notification can get annoying day after day. When I'm trying to farm and I can't see anything for a good few seconds

Yeah, it stays on the screen waaaay too long.

Originally posted by RLM Shougat:
22. Arther's would walk away from enemies after attacking despite them still being in range.

Arthur's AI will get updated in the combat patch.

Originally posted by RLM Shougat:
23. Need a bot that can put things on to conveyers.

Noted.

Originally posted by RLM Shougat:
23. How has your day been?


Busy!

Thanks again for all the feedback! We'll discuss a lot of this in our Friday meeting.
[RLM] Shougat Sep 24, 2014 @ 8:58am 
Originally posted by p0rk1ns:
Originally posted by RLM Shougat:
4. Counter for how many times one has gotten 100% market share.

- Where would you see this? We'll have more metadata included when the campaign/overworld design is implemented

4*. The 100% counter would be on the rival company screen along with the other data, “rivals defeated: 22” counter or something.

Originally posted by p0rk1ns:
Originally posted by RLM Shougat:
16. Hives would jump in and out of existence from day to day. Was this mean to happen?

This is working as intended. The reasoning behind it is that the player needs to go out searching for ingredients everyday. How do you find that system?

16*. I found it a bit odd and made it a too unreliable food source as it was already a hassle to kill them but to have hives disappeared altogether made investing in soup factories not worth the risk that it would not come back. I wouldn’t mind them stop producing the animals it’s just the hive disappearing all together makes it hard to build around them and control them, having them go into a dormant state with little sleeping zzzZZzzz would be nicer as it would leave a bit of confidence that it would wake up at some point.

My two tomato plants ending up not coming back, one I was planting grass by it and the other a mole destroyed dirt underneath as well as the dirt where the corn one was and caused it to not return.

If you kill a hive will it come back? I am under the assumption it wouldn’t but this would make it difficult as you end up damaging it so much during battle...more data on hives would be nice in general. For example I noticed that the wild life was eating plants? Is this necessary to hive survival? It would be cool but difficult if it was…

Originally posted by p0rk1ns:
Originally posted by RLM Shougat:
19. Option to pick up object Charlie and Charles’s has in its hand.

You can punch them now to get them to drop anything they are carrying.

19*. I know hitting them drops the item but when I have a massive cluster of them it would just drop to the next one and the next one….and the next one. I also feel this slowly damages them to the point that they are going to die one day. I would prefer an alternative like picking them up and then pressing a button that drops them and puts the item in hand but I am willing to accept that I just have too many Charlie and Charles’s.

Originally posted by p0rk1ns:
Originally posted by RLM Shougat:
23. Need a bot that can put things on to conveyers.
Noted.

23*. Like a bot that threw items up and to the side would solve my problems with one higher or lower land gaps and make conveys useful.

EDIT: Turns out Charlie and Charles’s will throw things onto a moving conveyer.

25. I also feel that flying soup rockets should hurt aliens as they hurt the Arther's I placed on top of them for protection but this is just nit-picking really.

Thank you for replaying to all my thoughts, I have also made a post in the bug section regarding my world slowly disappearing over time that I would like some feedback on. I would also like to say that I have followed Pixel Junk for some time and have been so happy when Shooter and Eden came to PC and even happier now you are developing a game for PC. I look forward to building even bigger automated soup facilities as development progresses. :)
Last edited by [RLM] Shougat; Sep 24, 2014 @ 8:56pm
[RLM] Shougat Sep 24, 2014 @ 11:40pm 
So day 200...think I am going to leave things here until next patch...partly because my base/Astroworker/alien attackers have all tuned invisible...

I was only going to do a few more and then a lot more than I thought came out...these ones are not as realistic as the last but…I hope you find any of it useful.

26. Does combos only work on barrel colour? Because I was trying to make a rather impressive combo with different barrels containing the same ingredient it didn’t seem to want to take.

27. Option to make game pause while in soup menu while in single-player.

28. The ability to drop barrels down by rockets without it inserting into it. Make doing those sweeeeeet combos easier.

29. The ability to power down buildings. Kind of comes from the view point as 28, I just want to turn my rockets off and let those barrels build up but not have to remove the Charlie and Charles’s from the area. Mmmmm delicious combos.

30. A 4 way corridor would be nice but I know they can be made but I want access to 4 directions that floats up without building another corridor. Also a right angle corridor, make not having to seal one side with protective wall on the T section.

31. One block/ three block girder. This game favours even numbers too much. Also customise size of conveyers. (Really trying to come up with useful things to do with conveyers…have only found one…and it isn’t that useful…)

32. A way of dropping ingredients into a corridor from above like objects falling of a conveyer belt or someone dropping things in from above, reverse Freddie? Open top corridor? A piece of corridor that sucks ingredients in? That would help when throwing in things from different levels. I was bored so I just made a picture of what I wanted to do...

http://steamcommunity.com/sharedfiles/filedetails/?id=318330780

I imagine this scenario is a non-problem as I could easily solve it with with the addition of other automated things to come but conveyers…I really want them to be a part of base and really can’t find a use form them…yet -_-

33. Nice looking button thingy on the HQ, be cool if interacting with that brought up an info window of everything going on in your base. Keep statistics like running total of each ingredient used.

34. Freddie’s don’t stay asleep when a new round begins.

35. More than one rival company? Just a thought. Don’t feel it would be worth doing but would be interesting to see…I guess…but probably not

36. Taking rival market share should be more difficult than blank market share? Early bird gets the worm and gets to keep it?

37. Suction tank nozzle aiming.

38. Which one of these ghost files do I have to backup so I can wipe the planet but restore my 200 day if I chose too?

39. Can’t wait to see what you going to do with liquids.

40. Dum de dum de doo. I look forward to farming bot and everything else. Already having a lot of fun, art style is beautiful and adorable.
Gimpy  [developer] Sep 26, 2014 @ 7:13pm 
Shougat, thank you very much for the great feedbacks

please us send your progress data at john@q-games.com.

Go to your Steam library and right click Nom Nom Galaxy. Go to Properties. Open the Local Files tab, then click on Browse Local Files.

Zip/Rar the "progress" folder and it to us. We will then look into the issue you ran into. And hopefully fix it as soon as possible.

Originally posted by RLM Shougat:
So day 200...think I am going to leave things here until next patch...partly because my base/Astroworker/alien attackers have all tuned invisible...
Last edited by Gimpy; Sep 26, 2014 @ 8:00pm
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