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Amusement Park v2 (Going to be putting this game on a hiatus)

lLonewolf2121lLonewolf2121 Member Posts: 56 ✭✭
edited March 8 in Games
My new idle game with help from my friend who doesn't use this forum he provided all the art assets.

Features
-16 Buildings
- a good ammount of upgrades (I was too lazy to count them all)
- 94 achievements
- 2 resources
- some good ol secrets

I would love any feedback I will update this game and art as I progress so the look of the game will probably change over time.

Update log: https://pastebin.com/BG6J7Cz4

Game: http://orteil.dashnet.org/igm/?g=czucP307
Post edited by lLonewolf2121 on
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Comments

  • EricBolton1993EricBolton1993 Member Posts: 413 ✭✭✭
    Very good game so far :)
  • MyloMylo Member Posts: 74 ✭✭
    Red background makes this game unplayable for me, consider changing it to something else, possibly a dark color
  • lLonewolf2121lLonewolf2121 Member Posts: 56 ✭✭
    @Mylo I changed it to a dark blue it looks sort of like a night sky let me know if you like it
  • MathCookieMathCookie Member Posts: 286 ✭✭
    Good game so far!
  • MathCookieMathCookie Member Posts: 286 ✭✭
    edited January 14
    Question: Why are the underground upgrades in prestige?
  • lLonewolf2121lLonewolf2121 Member Posts: 56 ✭✭
    I felt like they were more special than average upgrades considering how powerful they are and the way they are unlocked but I might move them later on as I update the game further.
  • MathCookieMathCookie Member Posts: 286 ✭✭
    Then maybe you should rename the prestige tab to “Special”
  • lLonewolf2121lLonewolf2121 Member Posts: 56 ✭✭
    That's a good idea actually I just changed it i'll probably keep that and just add a new prestige section in the future
  • YosukeHanamuraYosukeHanamura Member Posts: 669 ✭✭
    Wow! Quite good. Make some updates, has potential overall.
    In modern physics, antimatter is defined as a material composed of the antiparticle (or "partners") to the corresponding particles of ordinary matter.

    In theory, a particle and its anti-particle have the same mass as one another, but opposite electric charge, and other differences in quantum numbers. For example, a proton has positive charge while an antiproton has negative charge. A collision between any particle and its anti-particle partner is known to lead to their mutual annihilation, giving rise to various proportions of intense photons (gamma rays), neutrinos, and sometimes less-massive particle–antiparticle pairs.

    Annihilation usually results in a release of energy that becomes available for heat or work. The amount of the released energy is usually proportional to the total mass of the collided matter and antimatter, in accord with the mass–energy equivalence equation, E = mc2.

    Antimatter particles bind with one another to form antimatter, just as ordinary particles bind to form normal matter. For example, a positron (the antiparticle of the electron) and an antiproton (the antiparticle of the proton) can form an antihydrogen atom. Physical principles indicate that complex antimatter atomic nuclei are possible, as well as anti-atoms corresponding to the known chemical elements.

    There is considerable speculation as to why the observable universe is composed almost entirely of ordinary matter, as opposed to an equal mixture of matter and antimatter. This asymmetry of matter and antimatter in the visible universe is one of the great unsolved problems in physics. The process by which this inequality between matter and antimatter particles developed is called baryogenesis.

    Antimatter in the form of anti-atoms is one of the most difficult materials to produce. Individual antimatter particles, however, are commonly produced by particle accelerators and in some types of radioactive decay. The nuclei of antihelium have been artificially produced with difficulty. These are the most complex anti-nuclei so far observed.

    Formally, antimatter particles can be defined by their negative baryon number or lepton number, while "normal" (non-antimatter) matter particles have a positive baryon or lepton number. These two classes of particles are the antiparticle partners of one another.

    The idea of negative matter appears in past theories of matter that have now been abandoned. Using the once popular vortex theory of gravity, the possibility of matter with negative gravity was discussed by William Hicks in the 1880s. Between the 1880s and the 1890s, Karl Pearson proposed the existence of "squirts" and sinks of the flow of aether. The squirts represented normal matter and the sinks represented negative matter. Pearson's theory required a fourth dimension for the aether to flow from and into.

    The term antimatter was first used by Arthur Schuster in two rather whimsical letters to Nature in 1898, in which he coined the term. He hypothesized antiatoms, as well as whole antimatter solar systems, and discussed the possibility of matter and antimatter annihilating each other. Schuster's ideas were not a serious theoretical proposal, merely speculation, and like the previous ideas, differed from the modern concept of antimatter in that it possessed negative gravity.

    The modern theory of antimatter began in 1928, with a paper by Paul Dirac. Dirac realised that his relativistic version of the Schrödinger wave equation for electrons predicted the possibility of antielectrons. These were discovered by Carl D. Anderson in 1932 and named positrons (a portmanteau of "positive electron"). Although Dirac did not himself use the term antimatter, its use follows on naturally enough from antielectrons, antiprotons, etc. A complete periodic table of antimatter was envisaged by Charles Janet in 1929.

    The Feynman–Stueckelberg interpretation states that antimatter and antiparticles are regular particles traveling backward in time.

    There are compelling theoretical reasons to believe that, aside from the fact that antiparticles have different signs on all charges (such as electric charge and spin), matter and antimatter have exactly the same properties. This means a particle and its corresponding antiparticle must have identical masses and decay lifetimes (if unstable). It also implies that, for example, a star made up of antimatter (an "antistar") will shine just like an ordinary star. This idea was tested experimentally in 2016 by the ALPHA experiment, which measured the transition between the two lowest energy states of antihydrogen. The results, which are identical to that of hydrogen, confirmed the validity of quantum mechanics for antimatter.

    Positrons were reported in November 2008 to have been generated by Lawrence Livermore National Laboratory in larger numbers than by any previous synthetic process. A laser drove electrons through a gold target's nuclei, which caused the incoming electrons to emit energy quanta that decayed into both matter and antimatter. Positrons were detected at a higher rate and in greater density than ever previously detected in a laboratory. Previous experiments made smaller quantities of positrons using lasers and paper-thin targets; however, new simulations showed that short, ultra-intense lasers and millimeter-thick gold are a far more effective source.

    Antimatter cannot be stored in a container made of ordinary matter because antimatter reacts with any matter it touches, annihilating itself and an equal amount of the container. Antimatter in the form of charged particles can be contained by a combination of electric and magnetic fields, in a device called a Penning trap. This device cannot, however, contain antimatter that consists of uncharged particles, for which atomic traps are used. In particular, such a trap may use the dipole moment (electric or magnetic) of the trapped particles. At high vacuum, the matter or antimatter particles can be trapped and cooled with slightly off-resonant laser radiation using a magneto-optical trap or magnetic trap. Small particles can also be suspended with optical tweezers, using a highly focused laser beam.

    In 2011, CERN scientists were able to preserve antihydrogen for approximately 17 minutes.

    Scientists claim that antimatter is the costliest material to make. In 2006, Gerald Smith estimated $250 million could produce 10 milligrams of positrons (equivalent to $25 billion per gram); in 1999, NASA gave a figure of $62.5 trillion per gram of antihydrogen. This is because production is difficult (only very few antiprotons are produced in reactions in particle accelerators), and because there is higher demand for other uses of particle accelerators. According to CERN, it has cost a few hundred million Swiss francs to produce about 1 billionth of a gram (the amount used so far for particle/antiparticle collisions). In comparison, to produce the first atomic weapon, the cost of the Manhattan Project was estimated at $23 billion with inflation during 2007.

    Several studies funded by the NASA Institute for Advanced Concepts are exploring whether it might be possible to use magnetic scoops to collect the antimatter that occurs naturally in the Van Allen belt of the Earth, and ultimately, the belts of gas giants, like Jupiter, hopefully at a lower cost per gram.

    Matter–antimatter reactions have practical applications in medical imaging, such as positron emission tomography (PET). In positive beta decay, a nuclide loses surplus positive charge by emitting a positron (in the same event, a proton becomes a neutron, and a neutrino is also emitted). Nuclides with surplus positive charge are easily made in a cyclotron and are widely generated for medical use. Antiprotons have also been shown within laboratory experiments to have the potential to treat certain cancers, in a similar method currently used for ion (proton) therapy.

    Antimatter has been considered as a trigger mechanism for nuclear weapons. A major obstacle is the difficulty of producing antimatter in large enough quantities, and there is no evidence that it will ever be feasible. However, the U.S. Air Force funded studies of the physics of antimatter in the Cold War, and began considering its possible use in weapons, not just as a trigger, but as the explosive itself.
  • lLonewolf2121lLonewolf2121 Member Posts: 56 ✭✭
    edited January 16
    Thanks! I do plan on adding a lot more content, but as for now I probably wont add any shinies, because we can't utilize them very well yet in a creative way hopefully orteil updates igm to implement them better.
  • EricBolton1993EricBolton1993 Member Posts: 413 ✭✭✭
    @lLonewolf2121 might be awhile knowing Orteil's track record :)
  • EmasterEmaster Member Posts: 6

    Thanks! I do plan on adding a lot more content, but as for now I probably wont add any shinies, because we can't utilize them very well yet in a creative way hopefully orteil updates igm to implement them better.

    I haven yet started playing with the shinies. What exactly do you mean with this?
  • lLonewolf2121lLonewolf2121 Member Posts: 56 ✭✭
    They are pretty basic right now you can’t really do a lot with them because you’re pretty much limited to only one or two unique shinies. The code is kinda limiting to their abilities but they have a lot of potential.
  • YosukeHanamuraYosukeHanamura Member Posts: 669 ✭✭
    Btw, the art is very good.
    In modern physics, antimatter is defined as a material composed of the antiparticle (or "partners") to the corresponding particles of ordinary matter.

    In theory, a particle and its anti-particle have the same mass as one another, but opposite electric charge, and other differences in quantum numbers. For example, a proton has positive charge while an antiproton has negative charge. A collision between any particle and its anti-particle partner is known to lead to their mutual annihilation, giving rise to various proportions of intense photons (gamma rays), neutrinos, and sometimes less-massive particle–antiparticle pairs.

    Annihilation usually results in a release of energy that becomes available for heat or work. The amount of the released energy is usually proportional to the total mass of the collided matter and antimatter, in accord with the mass–energy equivalence equation, E = mc2.

    Antimatter particles bind with one another to form antimatter, just as ordinary particles bind to form normal matter. For example, a positron (the antiparticle of the electron) and an antiproton (the antiparticle of the proton) can form an antihydrogen atom. Physical principles indicate that complex antimatter atomic nuclei are possible, as well as anti-atoms corresponding to the known chemical elements.

    There is considerable speculation as to why the observable universe is composed almost entirely of ordinary matter, as opposed to an equal mixture of matter and antimatter. This asymmetry of matter and antimatter in the visible universe is one of the great unsolved problems in physics. The process by which this inequality between matter and antimatter particles developed is called baryogenesis.

    Antimatter in the form of anti-atoms is one of the most difficult materials to produce. Individual antimatter particles, however, are commonly produced by particle accelerators and in some types of radioactive decay. The nuclei of antihelium have been artificially produced with difficulty. These are the most complex anti-nuclei so far observed.

    Formally, antimatter particles can be defined by their negative baryon number or lepton number, while "normal" (non-antimatter) matter particles have a positive baryon or lepton number. These two classes of particles are the antiparticle partners of one another.

    The idea of negative matter appears in past theories of matter that have now been abandoned. Using the once popular vortex theory of gravity, the possibility of matter with negative gravity was discussed by William Hicks in the 1880s. Between the 1880s and the 1890s, Karl Pearson proposed the existence of "squirts" and sinks of the flow of aether. The squirts represented normal matter and the sinks represented negative matter. Pearson's theory required a fourth dimension for the aether to flow from and into.

    The term antimatter was first used by Arthur Schuster in two rather whimsical letters to Nature in 1898, in which he coined the term. He hypothesized antiatoms, as well as whole antimatter solar systems, and discussed the possibility of matter and antimatter annihilating each other. Schuster's ideas were not a serious theoretical proposal, merely speculation, and like the previous ideas, differed from the modern concept of antimatter in that it possessed negative gravity.

    The modern theory of antimatter began in 1928, with a paper by Paul Dirac. Dirac realised that his relativistic version of the Schrödinger wave equation for electrons predicted the possibility of antielectrons. These were discovered by Carl D. Anderson in 1932 and named positrons (a portmanteau of "positive electron"). Although Dirac did not himself use the term antimatter, its use follows on naturally enough from antielectrons, antiprotons, etc. A complete periodic table of antimatter was envisaged by Charles Janet in 1929.

    The Feynman–Stueckelberg interpretation states that antimatter and antiparticles are regular particles traveling backward in time.

    There are compelling theoretical reasons to believe that, aside from the fact that antiparticles have different signs on all charges (such as electric charge and spin), matter and antimatter have exactly the same properties. This means a particle and its corresponding antiparticle must have identical masses and decay lifetimes (if unstable). It also implies that, for example, a star made up of antimatter (an "antistar") will shine just like an ordinary star. This idea was tested experimentally in 2016 by the ALPHA experiment, which measured the transition between the two lowest energy states of antihydrogen. The results, which are identical to that of hydrogen, confirmed the validity of quantum mechanics for antimatter.

    Positrons were reported in November 2008 to have been generated by Lawrence Livermore National Laboratory in larger numbers than by any previous synthetic process. A laser drove electrons through a gold target's nuclei, which caused the incoming electrons to emit energy quanta that decayed into both matter and antimatter. Positrons were detected at a higher rate and in greater density than ever previously detected in a laboratory. Previous experiments made smaller quantities of positrons using lasers and paper-thin targets; however, new simulations showed that short, ultra-intense lasers and millimeter-thick gold are a far more effective source.

    Antimatter cannot be stored in a container made of ordinary matter because antimatter reacts with any matter it touches, annihilating itself and an equal amount of the container. Antimatter in the form of charged particles can be contained by a combination of electric and magnetic fields, in a device called a Penning trap. This device cannot, however, contain antimatter that consists of uncharged particles, for which atomic traps are used. In particular, such a trap may use the dipole moment (electric or magnetic) of the trapped particles. At high vacuum, the matter or antimatter particles can be trapped and cooled with slightly off-resonant laser radiation using a magneto-optical trap or magnetic trap. Small particles can also be suspended with optical tweezers, using a highly focused laser beam.

    In 2011, CERN scientists were able to preserve antihydrogen for approximately 17 minutes.

    Scientists claim that antimatter is the costliest material to make. In 2006, Gerald Smith estimated $250 million could produce 10 milligrams of positrons (equivalent to $25 billion per gram); in 1999, NASA gave a figure of $62.5 trillion per gram of antihydrogen. This is because production is difficult (only very few antiprotons are produced in reactions in particle accelerators), and because there is higher demand for other uses of particle accelerators. According to CERN, it has cost a few hundred million Swiss francs to produce about 1 billionth of a gram (the amount used so far for particle/antiparticle collisions). In comparison, to produce the first atomic weapon, the cost of the Manhattan Project was estimated at $23 billion with inflation during 2007.

    Several studies funded by the NASA Institute for Advanced Concepts are exploring whether it might be possible to use magnetic scoops to collect the antimatter that occurs naturally in the Van Allen belt of the Earth, and ultimately, the belts of gas giants, like Jupiter, hopefully at a lower cost per gram.

    Matter–antimatter reactions have practical applications in medical imaging, such as positron emission tomography (PET). In positive beta decay, a nuclide loses surplus positive charge by emitting a positron (in the same event, a proton becomes a neutron, and a neutrino is also emitted). Nuclides with surplus positive charge are easily made in a cyclotron and are widely generated for medical use. Antiprotons have also been shown within laboratory experiments to have the potential to treat certain cancers, in a similar method currently used for ion (proton) therapy.

    Antimatter has been considered as a trigger mechanism for nuclear weapons. A major obstacle is the difficulty of producing antimatter in large enough quantities, and there is no evidence that it will ever be feasible. However, the U.S. Air Force funded studies of the physics of antimatter in the Cold War, and began considering its possible use in weapons, not just as a trigger, but as the explosive itself.
  • MathCookieMathCookie Member Posts: 286 ✭✭
    So I’ve helped Eric with thinking of quite a few ideas for stuff to add to Grandma Clicker Reborn, and I thought of some ideas for things you can add to this game , Lonewolf.

    My first idea is something involving fireworks. There are a few ways this could go. Fireworks could be a special building like the underground mines that unlock different types of fireworks, like Strontium and Barium fireworks. These different firework types would be special upgrades like the mine upgrades. (Maybe they’d also give a boost to Hell Buildings, just a lesser one) Another thing you could do would be to make fireworks a shiny that would give a firework Currency, which could be spent on special upgrades. You could also just make Firework Shows a normal structure...

    You could also add something related to hotels. Maybe you could build hotels which generate visitors, which give a boost to production.


  • EricBolton1993EricBolton1993 Member Posts: 413 ✭✭✭
    @MathCookie very good ideas :)
  • lLonewolf2121lLonewolf2121 Member Posts: 56 ✭✭
    @MathCookie thank you for the ideas but sadly I already started on the next update and the progress i've made make your ideas out of reach atm, and once this new update is finished (which might take a while to finish) will drastically change the game as we all know it, and hopefully in a good way.
  • HaikonHaikon Member Posts: 2
    This game is awesome!
    • I like that it has a story/plot (as much as that's possible in idle games).
    • The buildings are unique enough and have enough personality that it doesn't become monotonous.
    • The balance was good, especially for the first couple of hours. New buildings became available at a steady pace. When I played it, for the first hour or so, actively clicking and passively waiting would leapfrog each other as being the most effective strategy, which did a lot to hold my interest. I imagine this is kinda tricky to accomplish, so: well done.
    • The writing is funny.
    • The timing of when I could build enough of the 11th building to unlock its upgrades was well done.
    • I do like the separator for building types. I'd prefer it if it was the same size and shape as the "buildings" heading, up at the very top, but I suspect that that can't be helped (I would still keep the separator, even if you can't resize it.)
    If you're curious, it took me about 30 hours to get all 94 achievements. (I played actively for 2 hours, checked occassionally for 12, slept for 8, and checked occassionally for another 8.)
    • When I unlocked the 16th (and final?) building, I was able to immediately afford building 200 of them. I got the feeling that that was not ideal, but honestly, I didn't mind, because at that point, I was eager to complete everything 100%.
    • I don't know if other players would agree with this, but I thought the 'warning' part in the mouse-over description of the 11th building was unnecessary. I think the game is compelling enough that players will build them anyway, out of curiosity. You're probably better off replacing it with, like, more of an open-ended hint.
    • I got all 94 achievements, but there are still a few upgrades I can't afford yet. It'd be a nice touch if there was an achievement for buying everything, although I suspect you already have plans for that.
    • The "interest rate" upgrades look good in the upgrade menu, but they read kinda weird when you mouse over them, like "10% Interest Rate III"
    • The achievement for 500 wooden coasters is missing "500" in its description.
    • There's a typo in the description of the "Concrete Paths" upgrade
    • I thought there was a typo somewhere else ("oark") but I can't find it now, so maybe I dreamed it.
  • HaikonHaikon Member Posts: 2
    Nice. Thanks (to you and to Cancer Boy) for making the game!
  • lLonewolf2121lLonewolf2121 Member Posts: 56 ✭✭
    edited January 25
    I keep losing my comment I'm glad you got to read it in time lol
  • Zelo101Zelo101 Member Posts: 17 ✭✭
    edited January 25
    Great game so far!
  • morkysherkmorkysherk Member Posts: 109 ✭✭
    edited January 26
    Haikon said:


    I do like the separator for building types. I'd prefer it if it was the same size and shape as the "buildings" heading, up at the very top, but I suspect that that can't be helped (I would still keep the separator, even if you can't resize it.)

    I believe this could be done by giving the separator the class "box-header"
    The text should also just be "Hell Buildings" without showing the 0

  • lLonewolf2121lLonewolf2121 Member Posts: 56 ✭✭
    The only reason I kept the zero was because I was going to use that as the counter for unlocking things but I will probably remove it since that idea is no longer what I wanted lol
  • morkysherkmorkysherk Member Posts: 109 ✭✭


    is this supposed to say "iron" instead of "icon"
  • lLonewolf2121lLonewolf2121 Member Posts: 56 ✭✭
    edited February 1



    is this supposed to say "iron" instead of "icon"

    Yeah probably where is that?

    EDIT: Nvm I found it and changed it
  • SansGeek456SansGeek456 Member Posts: 49
    Hey dude, this is a great game. Thanks.
  • goeddekgoeddek Member Posts: 29 ✭✭
    edited February 15
    First of all really great and balanced game. I am 12h in and really addicted. Especially the balance is very good. Also I can just agree with everything @Haikon said.

    One minor critique point. If you are in the last third of the game, clicking becomes utterly useless. Before you got updates from time to time with which clicking was ~10% of dollars per second.But now its constantly <1% of dps so that clicking is not a viable option anymore. It would be nice if clicking stays a possible support mechanism (unless you designed it specially to be not useful anymore).

    Now I will enjoy the last piece of the game and hope you will come up with additional content soon :-)

    PS: I almost forgot - I really like the graphics

    PPS: Muha 13h all upgrades free now i just have to wait till i have the money to buy the last one (about 10h) and than i need only the last achievement, i hope its something like xh played or all upgrades, than i am through :-)
    Post edited by goeddek on
    Life isn't about finding yourself. Life is about creating yourself. (George Bernard Shaw)
  • lLonewolf2121lLonewolf2121 Member Posts: 56 ✭✭
    edited February 15
    @goeddek Thanks for the kind words I actually did intend clicking to be quite useless for mid to late game just because I really don't like to click myself so I just balanced the game around idling more than clicking :)
  • goeddekgoeddek Member Posts: 29 ✭✭
    edited February 16
    So after over 24 hours i am through - its just one last upgrade which has to be bought, but it would mean another 17h waiting... So now, when can we get more ^^
    Life isn't about finding yourself. Life is about creating yourself. (George Bernard Shaw)
  • lLonewolf2121lLonewolf2121 Member Posts: 56 ✭✭
    Hopefully next week I can push out an update I've been slacking a lot lately due to college and monster hunter worlds, but I'll work on finishing my half done update lol
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