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Well I've beaten all but the last two levels (which I played and lost multiple times) and I have a couple suggestions/ideas.

1) Difficulties. Easy mode would have less aliens, hard mode would give them more health... it would make beating the game easier, and give it a replay ability.

2) Achievements. Like suggestion #1, it would give replay ability. Achievements are fun.

3) Upgrade tree. Like xodarap777 said, Second Earth feels like a puzzle game. Adding an upgrade tree, where each upgrade opens a new branch of upgrades and closes another, would add greater customization and let strategies evolve as the game progresses.

4) Sandbox and survival modes. I personally love sandbox modes, because it lets me see what the game is really capable of. And survival modes, where you're faced with an infinite amount of increasingly harder waves is also pretty cool.

5) Flying units. Regular turrets are pretty much useless in late-game rounds. Something that can only be targeted by them would balance it out.

6) Variants of the basic turret. Again, basic turrets get obsolete as the level progresses. They're useless against swarms, and don't have the dps to kill stronger aliens. And they're too inaccurate to kill kamikazes. A machine gun turret would make for better crowd control while a sniper could pick off kamikazes and kill tanks.

7) More/better traps. Stun pads are useless. Because they only stun one enemy, they're no good against swarms. And tanks (the aliens you really want to stun) only ever appear in swarms. Mines would be useful.

8) Mine boosters. Just like you can boost community centers and farms, you should be able to boost mines.

Yeah this is long, but Second Earth is a really great game. It's got a ton of potential and is pretty much the only game of its genre, so i really want to see it on Steam in a few months.

Ahhhh thanks for the lovely feedback Bochinator! We have a lot of plans that are similar to what you're describing :)

NICE! I understood the Starshiptroopers reference! 

Game pauses in 2nd colony right before enemy attack and it won't unpause! I don't know where else to post this issue, Sorry if it's the wrong place. I've tried the space bar, The + and - keys, the esc key, and even unplugged unused USB devices and shut down background programs and still no luck getting it to unpause. Is there a way to disable the tutorial and just  play on my own? I have a feeling that it's something in  the tutorial freezing it up.

Arg! People keep reporting this but I haven't been able to reproduce it. My best advice would be to press shift+tab and cheat past the broken tutorial. Sorry!

Im sorry to tel you this. but im having the same problem. 
U can count me in to buy the game anyway i really like it!

Am I able to play this game yet? have been trying to download but will not work on my HP laptop...suggestions?

Hrmmm. What happens? Is the game crashing? Is it not starting at all?

This game has immense potential and is high on my radar for the future.  However, the current state feels less like a functional alpha of a full game than a proof of concept and demo of ideas.  There's no window for fun (as it currently stands), though there always feels like a promise of it.  Everything is either way too easy or way too hard with no player options or creative wiggle room.  In other words: It's not really Tower Defense from a strategic or creative point of view; it's more like a timed puzzle game with TD elements.  Every wave, I feel like I either jumped the predetermined hurdles in the right order at the right time - and in no way feel "connected" to my setup or invested personally in it - or I didn't.  When I didn't, I don't feel like it's my fault, either.  Either way, I feel like the game set me up one way or the other, and I either decimate them or they decimate me, and it feels like I'm watching someone else's game because I didn't creatively set up my own TD system.

This is likely mostly a matter of tuning and creative latitude (e.g. more towers, more economic choices, upgrades, etc.)  TD suffers when there's a predetermined "right answer" and "wrong answer;" that's not strategic, it's a puzzle.  That can be fun, too, at least for some, but I don't think this game sets itself up for that.

More towers, tower upgrades, and the "wiggle room" allowance for creative solutions outside the campaign expectations would all go a long way.  Longer levels that allow for real "city building" would also be great.  Specific difficulty modifiers like "allow pause-building during waves" would also help for those of us with particular abilities.

Thanks for the feedback xodarap777! This is very much a prototype and not a vertical slice, so I wouldn't consider the core loop to be done at all.

A lot of what you're talking about is stuff we've been trying to figure out from day 1. We want the game to be more city-builder-like and we're still exploring the right mechanics and systems to get the experience we imagine.

As for the game feeling puzzley. That's just a consequence of having a high difficulty level. Which is something some players really love. It's tricky to balance, but I really wanna add some different ways to play the game.

I don't think we'll do pausing during waves, but I want more customisable difficulty in some form.

Saw an youtube video about this game. I like it.
Devs, if you don't mind, please, answer two question:
1. What version of Unity do you use?
2. Do you use DOTS/ECS stack?

1. Current version is 2019.2

2. Not yet. We're looking into it - but not sure it'll be worth it considering the effort required.

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I was just wondering when the next update would be?

I think that this is amazing but I think that the game should have a survival  mode where u can keep playing on a large map that doesn't end. that the only thing that I think is holding the game back but if this was in the game then I would 100% be plain the game more.

Really enjoyed it, hopeful that work will continue.


My biggest complaint is about pacing, I never feel ready for waves to come and its ironman so I feel pressured to be working putting stuff down during the wave to give myself the best chance of survival and then i am missing all of the eye candy.

I would prefer these phases of the game to be broken up, either I cannot build at all when the wave comes so i just sit back and watch and whatever happens happens or my preference which would be that pause building isnt so much of a requirement and attacks are more continuous so that i can enjoy the eye candy.


Not sure if it is working as intended, probably it isnt but I was using the residential sites, community centres i think they are called as meat shields, stuffing them into choke points with guns behind.

They regenerate health and the cars that drive round them destroy bugs and the biggest bugs dont fit around them.


It all feels a bit binary atm, either i crush everything easily or get crushed, I would like to be building all over the map and leaving channels for bugs to march through being worn down on their way through with check points at chokes and such but I dont have enough time or enemies to do that.


It takes a long time to get started and then ends too quickly.  I enjoy building and layout planning and such like but actually the layout is not really relevant, you either build up your gold and purple resources fast enough or you didnt.


Power management makes no sense, didnt really use the fertilizer, was expecting windmills as with planetbase.


Trucks never go home nor is there a requirement to give them a way home.


Would prefer a more complex and meaningful economy and more reason to make complex defences, I pretty much just built machine gun towers and waste missiles.

I did use mortars and lava things where possible but they just didnt seem necessary, it was overly difficult to get lava things into position as i was already dealing with roads, walls and power lines.

I would very much like to gates to allow roads to go past walls.

Mortars are a mixed bag because you really need them to be placed where they will fire against static targets blocked by walls, but if you then later put down a range booster it will screw up the placements so its kind of a ball ache for no benefit, waste launchers are superior in every way.


I really liked the guys on the walls and in early stages of the game they were a great way to have cheap powerless defences but this didnt scale well later in the game where the real estate required to make people was far more costly than simply making more power to run more effective weapons, I would like to see less arbitary drains on population usage to allow soliders on walls to play a greater role later in the game.

Lava pipes also should be able to pass underneath walls.


Btw it makes no sense that I am not using the lava to make energy though i do like the idea of sucking up the lava and blasting it at bugs, its certainly a cool idea.

Thanks for playing and taking the time to write all this feedback!

1) Pacing: We're working on a sandbox mode that'll have more customizable pacing. Also wanna add more difficulty/accessibility options in the future.

2) Meat shields: Yeah, that's just a bug/unfinished.

3) More complex/meaningful economy: That's our goal too! We're still experimenting with some ideas how to get there though.

4) Soldiers on walls: Ideally we wanna add stuff that'll enable you to keep the soldiers relevant in the late-game.

So another thing that i dont like is that when things are destroyed they are deleted and to rebuild them i have to both remember what i built where and spend what is always the most valuable resource in a game, my APM - actions per minute, my time.


I would like to see things being repaired, perhaps involving trucks.

Walls are really broken atm, they just dont work, they either completely block the entire threat or they shatter instantly like glass.  I think i would prefer them to do a better job of blocking and funneliing enemies but for me to have a requirement to leave the bugs a path to get in and for some types of bugs to be able to climb over or maybe use the walls themselves.

A huge part of the problem with these bug attacks is as i said before how binary it is, they either break through and win or they dont.

Its just a concentrated mass which do loads of damage, like those bomb bugs, they are really not good, they are so powerful but none of it is in a good way.

There is no struggle, no finesse.  All the bugs just go route one for the main base and i know thats the only thing i ever have to defend.


I want to have to defend everything and to be defending against more smaller attacks, perhaps building after a much longer time to one crushing final wave?

I really dont like the mechanic that lets me recover lost purple, it seems like a patch fix to cover a broken core.

I want the outcome to be decided by my planning and the strategic choices made, right now it is decided by how much i abuse the community centre bug but more so it is entirely economic, did i make enough gold to build enough roads to mine enough purple to build enough or any defences to win or not, while i can see that is always going to be a factor it should not be the single deciding factor and all other choices and considerations irrelevant.

Something i did really like was building remote bases but the power tab etc only considers it to be one base and there is no requirement for a sub command centre to build in a remote location or anything like that, I dont have to join up these things.

Maybe i could be shipping minerals by air between pockets of bases with a sea of chaos in between?

I dont know if you ever played the original dune rts game, those were truely awful days for gaming, its extremely painful to go back to it now, but there was one very good thing in it and that was ornithopters, if you had those they would pick up your spice harvesters and take them back to the base but you didnt have to have them it was a boon and that was really awesome.

Actually it was the best thing about the game, building up a fleet of harvesters backed by a smaller amount of ornithopters.

Sandworms are cool.

Im not sure if that fits into what you are doing here or not really but i guess it goes with this idea Im putting forward about securing pockets of the map and intermitant danger being outside which can be further migitated with rare / valueable air lifts out to safety.

I would also like an auto update patcher, right now Im not sure where i am getting my updates from, i guess here but i would have to check and no patch since oct means its going to be a while so i am hoping i dont forget about the game or something?

I use steam a lot, which is probably awful but it keeps thing updated for me? =/

I frickin love this game, it's challenging and makes me so spiteful towards all the buggies destroying things I paid good ore for lol 

I have been noticing an issue scattered at different levels, not sure if it's a known bug. Fairly often I have to restart a level or the whole game due to an ore mine (placed correctly) simply not producing ore at all, always at 0. 

Always excited for new updates on this game, excellent work and thank you!

Love the game, but I am stuck on the last level. It's always the big armored bugs that get me. I've tried a bunch of weapons and strategies, but nothing seems to kill them fast enough. Any tips?

Funny thing happened in my match, the large bugs got stuck on a community building - they tried to break the houses but it seems houses are indestructible. I then built a few tesla coils near the bugs, and watched them slowly die. I built the base in the bottom right corner.

I find a good set of the missile silos wipes them out. You still need a decent set of the normal defences to delay them long enough though

Really enjoying this - any news on the next update or release? 

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I was finished all the parts of mission. How long to more campain or multiplayer option are release - something like resouce war, deep story and unlimit time...

 Wish!

i can't understand about the attract citizens to the radio tower. can someone explain this to me about how to do it?

Believe you are talking about one of the early tutorial levels, if I remember right just a matter of connecting the civilian housing to the command center with roads, maybe also getting a farm setup and connected also.

As a C&C fan this was a fun run-through. For those claiming impossibility, well, sorry, but keep trying. I had to replay one map, just once. I found it challenging, but not so much I wasn't enjoying myself. Keep up the good work Robbie. This is an extremely polished start and I hope the finished game is about 400% bigger. Feels like a classic.

Thanks for the kind words!

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Tutorial needs balancing work, the first mission is trivially easy, but the second mission steps up to impossible. If you follow the tutorial hints exactly, the text suggest you need four solar collectors but you need to complete 5 to get the next step, you do not then have enough material to build the second capacitor.  During the first way which always seems to coincide with dust storm the guns will brown-out and the critters will over run.

If you instantly pause on restart, min-max the tutorial build you can just survive the first waves, but the guns run out of power during the second wave and you are over-run.

If you ignore the tutorial instructions completely and instead min-max production you can build about twice as many defence towers for each wave; a wall in front of the guns, and have garrison added at each invasion point you will still get overrun by the third wave.

<em class="style-scope ytd-popup-container" prevent-autonav="true" focused="" <there="" are="" numerous="" other="" issues="" for="" a="" tutorial,="" when="" clearing="" an="" info="" message="" about="" half="" the="" time="" click="" also="" triggers="" building="" last="" selected="" in="" some="" random="" place. ="" clear="" and="" deselect="" building when="" pops-up.<="" em=""></em>

<em class="style-scope ytd-popup-container" prevent-autonav="true" focused="" <there="" are="" numerous="" other="" issues="" for="" a="" tutorial,="" when="" clearing="" an="" info="" message="" about="" half="" the="" time="" click="" also="" triggers="" building="" last="" selected="" in="" some="" random="" place. ="" clear="" and="" deselect="" building when="" pops-up.<="" em="">>em class="style-scope ytd-popup-container" prevent-autonav="true" focused=""<the buildings="" do="" not="" snap="" to="" the="" roads="" so="" can="" easily="" catch="" out="" new="" player="" especially="" given="" connection="" is="" invisible="" under="" graphics once="" building="" complete.<="" em=""></the></em>

<em class="style-scope ytd-popup-container" prevent-autonav="true" focused="" <there="" are="" numerous="" other="" issues="" for="" a="" tutorial,="" when="" clearing="" an="" info="" message="" about="" half="" the="" time="" click="" also="" triggers="" building="" last="" selected="" in="" some="" random="" place. ="" clear="" and="" deselect="" building when="" pops-up.<="" em="">>em class="style-scope ytd-popup-container" prevent-autonav="true" focused=""<the capacitors="" do="" not="" work="" as="" implied,="" guns="" will="" still="" flash="" the="" out="" of="" power="" icon="" during="" sand="" storms="" while="" show="" full="" charge="" available.="" warning="" to="" build="" solar="" panels="" and="" are="" in="" sync.="" when="" you="" complete="" enough="" one="" suppress="" its="" warning,="" they="" for="" other="" appears="" just="" reaks="" confusion="" round="" robin="" building.<="" em=""></the></em>

<em class="style-scope ytd-popup-container" prevent-autonav="true" focused="" <there="" are="" numerous="" other="" issues="" for="" a="" tutorial,="" when="" clearing="" an="" info="" message="" about="" half="" the="" time="" click="" also="" triggers="" building="" last="" selected="" in="" some="" random="" place. ="" clear="" and="" deselect="" building when="" pops-up.<="" em="">>em class="style-scope ytd-popup-container" prevent-autonav="true" focused="">Get rid of the powerlines for adjacent buildings, they just make the city ugly and offer little to game play, give buildings the same power AOE as the polls so they are only necessary for isolated buildings.</em>

Hey Robbie when ever I try to download this game it says "forbidden" are there any other sites I can download this game?

hello, great game, only thing i could want is a sandbox mode, now that would be awsome, with waves of enemies in increasing difficulty, and maybe bigger maps? anyway`s awsome work so far, ceep it up :-)

Thanks for playing! Sandbox mode is coming!

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Guys!! This game is unbelievable and very challenging! I just played 2nd mission for like an hour and I lost! 😂 That was really nice tho, love this game! 

When I saw the name on a YouTube video I didn't even click on it I searched and downloaded it asap! Good name , Great game! Will definitely finish it ! 

Keep up the good work!!!

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Thanks so much, glad you're enjoying it!

Deleted post

Same, anyone know of a general ETA on the new update?

We were hoping to get one out before the end of the year. But it'll be early next year cause the we're closing in a few days.

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Stuck on mission 3 - mission 2 was VERY hard to understand.  It wanted me to build 3 mining installations, but I built one on the far side and it didn't count it.  Also, it took a while to figure out WHY they were not counting (was not obvious.) It turned out they were not delivering ore to the "main" building?  I figured it out, but it took a few tries.

(+1)

Thanks for the feedback! The tutorials are new in this version so we're still working on them.

You need to connect mines with a 2 way roads same with some other buildings so what I mean is to go pass the mine entry and to do like a square and go back, not a 1 way road !! 

I just failed 2nd mission my self kept losing power and not much food 😂

That is the log but I'm talking with a person on the discord and 2nd could you put like system requirements on this website like if you have to have directX to play this game

Thank you

https://pastebin.com/YnAqnS34

best base defense game




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Hey Robert new guy but I'm asking why is second earth crashing on my macbook pro want to play this but it crashes version of mac book pro is 10.9.5 os x thanks a lot Robert

Sorry about the crashing!  I can look into it if you can post your logfile. Crashes are tricky though!

Can you paste your logfile here please? (pastebin.com works well for this)

 ~/Library/Logs/Free Lives/Second Earth/Player.log

Deleted 4 years ago

Thanks for the feedback cuzeye!

We actually have a quite a few plans that are similar to your suggestions. Some were even in previous builds!

Also at some point the trucks will be smarter. I hope.

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Heyaa!

I found found this game by accident.. But boi I must say, one of, if not the best game I played so far!! I REALLY REALLY REALLY loved it! The way your hopes and dreams are crushed by those god awful bugs get's me everytime. 

I managed to finish it with some minor difficulties and I am really excited to see what you have planned for this game's future. :)

Appart from what is already said before me in the comments, I don't have any helpfull or constructed critisism. Maybe if I were to have one, it would be to have more missions and AI colony that might need some aid.. I don't know.. It is awesome as it is already so take that!

Keep it up, love to see more soon!

Greetings Kannie

Thanks for the nice words Kannie! Really appreciate it :)

I enjoyed playing this game a lot. The last two areas are very challenging but super rewarding when you finish it. I do wish that there be a save game option. Those two last areas take forever to beat. Is there actually console commands for like admin or something? I kinda want to just build around layouts and such. 

Thanks for playing pixiedust! Well done for finishing, that's not easy!

Save game system is currently in development. So hopefully that'll be working sooner rather than later.

As for console commands. You can press shift-tab to open the debug menu. There are a few cheats there.

This is a game like those i enjoyed to play before.
It is difficult, strategic and uncommon.
It's been a while i had so much fun to play. Thank you.

I suggest you the fellowing improvments if you want to make it evolve:

- Humans seems to be too big if we compare them to the buldings

- Make a single custom player mode, in order to extend the game experience

- A save option during the game (but not during the ennemy waves)

Well, thank you for this experience. Now what is your plan for the future?

Thanks for the feedback Miithrandir! Save system and custom/sandbox mode is coming - I've actually started preliminary work on both!

Great game, lots of fun.

Some feedback:

1. Option on garages to prioritize specific building or resource would be great.

2. Can we get info on amount of magma needed to load one magma turret at max speed.

I like how residence area is growing when scrubber is present. Not sure how that effect is made. It would be cool to add your own qubes on resident buildings. Add-on instead of stand alone building.

(+1)

Thanks for playing!

1. I'm hoping to just make the trucks smart enough that you won't need to manage them, but I'll have to see how that goes.

2. Not sure I understand? There's no limit to how quickly a magma turret can fill up.

When I build alot of buildings and connect all roads together trucks do take ages to go around but I think that's okay to make the game harder I just have to connect some roads separately with a garage ! 

Love this game!! Keep up the work 

"Your enemy is not your enemy..." Oooooh, spooky

This game is a lot of fun, but I'm having a big problem with it... I'm unable to get past level 2, because I keep being overwhelmed by the 3rd wave. I've tried using both turrets and garrisons, but my gun turrets always run out of power and my defenses are overwhelmed. Am I supposed to spam solar panels and capacitors to run my turrets for long enough, or is there something I'm missing?

Thank you!

If you look at your power bar on the top of the screen always want to make sure its not red, should be a kinda off white color indicating you have plenty of extra power.  Turrets and capacitors don't charge quickly otherwise.

Also having some capacitors will help.

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I just downloaded this game and so far I'm liking it, but I agree with LVUER below, a save option would be nice.


Also, I sure hope you decide to sell this on GOG as well as Steam. There is a few of us out here that don't use Steam.

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https://drive.google.com/open?id=1G85wtbO6ggF-5WOnU8uTDIQhJBmBU7Al

file:///C:/Users/caspe/AppData/LocalLow/Free%20Lives/Second%20Earth/Player.log

Hi, am just started playing ? "level 2" ? when game pauses.. am not able to unpause using spacebar as shown in default bindings. hoping i attached correct file. Thanks, Adam.

Hrm. Haven't been able to replicate this. Do you know exactly when it happened? Was there a tutorial goal on-screen? Sorry about this.

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So.

1. I really like the soundtrack so far, music is important part of any game.

2. Buuugs! As Starship trooper fan I approve this greatly.

3. Ability to remap keys, really I just want rotation under R.

4. Option to disable camera snap, losing control over my camera in middle of building something is  really annoying.

There are still some bugs left so get your flamethrowers guys and good luck!

Thanks for playing, glad you're having a good time!

Key-remapping will happen eventually. As for camera snap, that only happens in the tutorials - but we could probably have it be optional too.

Couple of small gripes about the game.

1. With the minimap, the fuzzy red marking that indicates enemies are coming from that direction frankly isn't clear enough to draw your attention, if it had a more vibrant red and a solid shape like a line or arrow it'd serve its purpose better.

2. While I doubt anything will be done about this, suicide bomber enemies have never added to gameplay in my opinion. They also don't seem to have a clear counter in this as turrets just don't do anything to them and its a struggle to get mortars or missile launchers going since trucks go at their own pace.

Thanks for the feedback! We're not about to remove the exploders, but we are looking at how to balance them better.

This is impressively well done, not a lot to complain about. Please add a random level generator :)

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Hi, these are some bugs and suggestions that I found during playing the game. Hope this help:

1. Quick save: since later stages (especially 6 waves mission) can take more than 2 hours, it's a good idea to add some kind of save features. If you don't want player to be able to reload game (in case of screws up), then just delete the save after loading.

2. I've wrote this before, but during sandstorm, all turrets are knocked-out despite having tons of both electricity an stored power. Also, when the batteries inside turrets run out, they're also knocked out despite clear weather and having tons of electricity (and stored power) available.

3. Truck priority. AI's truck could have some tweak, or perhaps you can add some priority options (on the garage or truck). I have tons of trucks and roads, should be more than enough to keep entire economy going. But despite that, the truck keeps delivering ores and food, which is good, but they neglect the fertilizer plants (they keep it empty for too long time) even after crossing the plant multiple times with empty cargo (the waste plant and fertilizer plant is very close each other and can be traveled in one go).

You can add options so a certain truck is dedicated to certain facilities.

4. Keyboard shortcut. Like R for road placement, C for community center, etc. This is important during wave since we can't pause and we need to be fast.

5. Ability to undo last action. So when I accidentally place something in wrong place, or bulldoze wrong building, I can instantly correct my mistake.

Thanks for playing and providing feedback!

1. This is something we want to do, but it's a big technical challenge so we haven't started on it yet.

2. This is a known bug and will be fixed in the next version.

3. We're working on making the trucks smarter, but don't really want to add any micro-managing on the player's side. Trucks will also be able to collect from waste dumps in the next version.

4. We used to have this for roads and pylons, but took it out for some reason. We have too many buildings to give each one a key though. Not sure what the solution should be.

5. I'll think some more about this. Might be worth doing if I can find an easy way to implement it. Might also make less sense once buildings take some time to construct and deconstruct.

Hey! I know you probably get asked this a lot, but any ETA on the new update? :) It's just that I'm excited to play more! :)

We're hoping for end of November, but we've got a lot to do around that time so no promises!

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The truck problem is not just on waste dump/fertilizer plant... Sometimes they just neglect some plants, especially on isolated place (like out of place ore mines)... but sometimes near plants can also be neglected. I have several times ore mines hit maximum capacity... and I always have lots of trucks and roads.

The priority options isn't mandatory, so it's not adding much micromanaging for the player. Actually one truck for one building is more than enough, but since we can't dedicate trucks to a particular building, one truck one building is suddenly not enough.

Hello Robbie !

Just a quick not to help you find a solution for 4). Have you played Age Of Empires 2 ? there is many buildings in this old gem, more than a keyboard could handle, so what they do is they split buildings by category so that you press 1 key to select a category then another to select building within selected category. I believe it would fit nicely in your game since you already have categories as well :)

I've certainly played a loooot of AoE 2 :P

Worth considering something like that. We're gonna overhaul the tool panel at some point, so we'll see what that looks like first.

I can't play for some reaso

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