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A jam submission

Planets For SaleView game page

A Roguelike About Space Capitalism
Submitted by comfycatgames (@comfycatgames) — 2 days, 23 hours before the deadline
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Planets For Sale's itch.io page

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Comments

Submitted(+1)
  • mouse tooltips that should be in the background pop up distractingly in the tutorial
  • the tutorial and the building descriptions are a little much to read at first, but it clicks quickly once you start using them
  • not being able to restart sucks
  • not being able to undo an action sucks
  • it's not 100% clear what the difference between a resource and mineral is since the keywords aren't defined, but i could probably guess
  • (take the following with a grain of salt, considering i couldn't get past 400 billion) the game feels unbalanced with how valuable dark matter is and how expensive buildings end up being
    • i would say most buildings seem only to be valuable to use once because power costs keep scaling
    • on unstable planets taking turns is also a risk, so the best method is the simplest - just fusing and selling dark matter
    • by the time i'm done with the dark matter, charging costs more than i make by trying to fuse/convert and sell anything else
    • i didn't enjoy the stability mechanic's randomness
    • i get the feeling there isn't much variation between winning runs other than the way the deck is drawn
  • having a target of 1 trillion was good for keeping me interested
Developer(+1)

Thanks for playing and thanks for the feedback! Definitely hear you on the overall balance of things re power and goods. I also appreciate the note on the keywords not being clear initially.

Submitted(+1)

Well shit you have a solid game. You just need an year (or just hire someone) to do a super juicy SFX/GFX+UI like balatro and you got this.

random thoughts:

> I like a lot that greed can lead to disaster

>I love sci-fi but be warned that fantasy almost always sells more

>Dunno what you have in mind for everything around this gameplay, but it seems fit for both a mission style game like puzzle quest and a story focused experience like paper please.

Developer

Thanks for the feedback! I've actually been playing a bunch of Balatro- maybe I should play it some more to "study" lol.

Submitted(+1)

A really, really cool idea. A paradise (or hell) for a minmaxers. "Clicks" really fast and is great when it does. Unfortunately either I'm dumb, or the losses pile up way, way faster than profits. Also data seems to be too cheap and not worth going for.

And the ending is kinda anticlimactic. I think this premise could really work for randomly generated planets and the goal of "go harvest as much as you can until you go broke". But then again - I didn't get the target amount, so maybe I'm just bad. But I enjoyed it, it's simple enough to "get it" fast, but complex enough to go for a "one more run"

Developer(+1)

Thanks for the feedback! Don't worry, most people didn't get the target amount. It wasn't meant to be on Dante Must Die difficulty at the start, so that will be another tweak coming soon.

Submitted(+1)

nice base gameplay concept, it's quite interesting. I like how different actions have pros and cons which makes you plan ahead for a long term strategy - so I can optimize my gains. I also like having multiple ways to make money eg. energy from dark matter, combine items for data, etc.

does combine 3 data do anything or am I just dumb for trading 3 for 1? anyway, I thought one way to spice up the random nature of the game would be having add random events (which could have positive outcomes) on top of instability, not just making you lose an item. it could inject some excitement!

good job!

Developer

Thanks for the feedback!

Data should be more valuable than 3 of a basic resource, but I can revisit that.

And random events could be cool. Another person asked about adding more capitalism, so that could be a good way to do so. Thanks for the idea!

Submitted(+1)

It kinda puts you in a situation where you want to shoot all of your cards right away to know which combinations you can make. There's no way to get to 1 trillion dollars without having a godhand with at least 6 dark energies. Combining 3 items to have a data is neat, but then merging the data with atom collider to have better quality data doesn't make sense but I guess it's ok.

Using bureucracy when you have no elements brings you the same element back, I think it should trade you for something completely different or have it disabled. 

Energy crisis is just too high, filling up buildings after a while eats it too much. Maybe energy can be replenished with time automatically? Also not only stability is decreasing too fast, but you also have to pay much more to lower your chances. I guess that the message is about cutting losses at the right moment, but then we can't reach that 1 trilion bucks.

Merged materials should have a little more value. There should be a random chance to have a higher value card, maybe have a building that can randomly find a better quality resource.

Overall, I tried three times, the best I could go was 400 bil. Still, wanna see what's the main goal, what about these other planets and development direction.

Developer

Thanks for the feedback! I really should put out a roadmap, but the vision is that you go to a certain number of planets (8 for now) while building up your available buildings in-between to try and maximize money. Still not sure on if you'll be gated between each one or not, or if it's just a race to the highest score possible.

Bureaucracy with no goods in the deck is a valid point, going to mark that one a bug.

I agree with your comments on the energy and deposit costs. Already got a plan with the deposits but energy is going to be harder.

And merged goods are higher value than the base ones, but not high enough to notice? Numbers can be tweaked.

(+1)

Very fun concept with good gameplay. Stability seems to be an issue later game. When power becomes more important stability can be devastating because each turn has a chance to destroy a material. With some polish on scaling you will have a great game on your hands

Developer

Thanks for playing! And really glad you liked it.

Submitted(+1)

it clicked with me after a while. the basic gameplay is already there, but it really needs some juice going for being enjoyable for any prolonged period of time.
sfx, animations etc

Developer(+1)

Absolutely agreed. Thanks for the feedback!

Submitted(+1)

Not like the odds weren't there but the planet destroyed a 2 star data resource as soon as I finished making it which REALLY rustled my jimmies. Still had fun though. Some thoughts:

  • Wasn't clear initially if using the dark matter engine would give me 20 energy because the bar says 10 max
  • Would be nice if the game showed how many resources you have left
  •  'Expand operations' could more clearly state that it will give you resources

I made 200 billion on my first run because I wasn't paying attention and didn't realize that expanding costs more and more lol. Really curious to see how this game grows though, looking forward to future updates <3

Developer

Thanks for the feedback!

  • Not even sure how to better show the player that power is unlimited, because as you said, it does kind of imply 10 max but it really is infinite. Will have to ponder that one or just ask the thread on ideas.
  • I feel that about 'Expand Operations'. Came up with the idea that Deposits add more resources at a cost, but then how do you word that? Find a Deposit? Resolve a Deposit? Just write it all out?
Submitted(+1)

Interesting premise. I think this can get a really interesting game once theres more specific goals/scenarios. For learning the concept this sandboxy version seems fine. Took me a few minutes to get it, so maybe a tutorial on rails will be necessary as you expand on this.

For the art and flavor of the game you could do a lot of fun things with the capitalism theme. Make a news feed á la Cookie Clicker that describes events based on your actions or past runs. If you fail a run you get called to a board meeting where they fire you. Stuff like that.

Developer(+1)

Thanks for playing the game and for the feedback! A good tutorial is absolutely necessary- this slice is meant to be pretty much end-game content. Wondering if I should put a basic one in the next build?

Submitted(+1)

If its not too time consuming, i'd say do it. But it also depends on whats your next plans are.

Submitted(+1)

https://www.twitch.tv/videos/2079036389?t=0h36m59s

Did not expect this to be a puzzle game. It’s hard for me to gauge if the game design is good or not. I personally hate this "building that powers other buildings" thing that turns into a really complex optimization problem, but I believe a lot of these games have it, so it must be fun to some players.

I am not sure the "lower your score to potentially get a higher score" angle will be well received. Puzzlers are not usually gamblers. I think it could be fun if you went harder on the gambling angle, though, adding a lot more random shit and payouts. But then you need to add a reason to gamble, like unlocking new types of planet and such, I guess. So, you start with 100$ and as per usual in gambling you will statistically end up at $0 in the long run, but if you can run it up to 5000$ once with a combination of luck+skill, you get to unlock another gambling setup.

Developer

Thanks for playing the game and for the feedback! Definitely appreciate the different perspective- always viewed it as an economy game where you have to spend money to make money, not as a gambling game. It's something to mull over for sure.

Submitted(+1)

I really enjoyed this game. Took me a while to get the hang of, and it's definitely one of those games you have to play once and get wrong the first time before you can fully embrace the thinking elements. A few feedback points:

  • I'd prefer a comma between the big money numbers and the small ones, or possibly just a B instead of the small numbers. Not unreadable, just looks awkward to me.
  • There's currently no way to cancel a building or other action if you get halfway in and realize you don't want to do it. Less of an issue the more you understand the minor details of the game.
  • It seems like a good idea to depart at 60% stability. If this is your intended strategy, I'd recommend dropping by increments of 10% so the game lasts longer and the player ponders the risk a bit more

No stability issues. I  maximized the window at first launch.

Developer

Thanks for playing the game and for the feedback! Cancelling a building selection seems to be the running theme of this playtest. Definitely appreciate the thoughts on money amounts and stability as well.

Submitted(+1)

-I'm trying to read the instructions, but my mouse keeps triggering pop ups that overlay it. Though big ups for having a tutorial.

-Just going with the flow, it's fairly fun. Reminds me of some short and sweet flash games. I will say it's a bit annoying how if you select a resource for '3 of a kind', it will lock you into that choice even if there's another valid set of resources.

-Only a meager 400 billion by a couple sessions. I had a good time, but the random resource deletion feels a little unfun at times since it ruins investments in getting a high tier resource. Perhaps there could be some strategy to manipulate that in the future.

Developer(+1)

Thanks for playing my game and for the feedback! With the random destruction, there definitely tweaks that could be done with it as this is a first attempt at it, but it is intended to be a push-your-luck type of mechanic.

Submitted(+1)

I think the game seems tougher on the surface to get into than it actually is. Tooltips can definitely be improved, for example the trading hub says destroy 1 sell 1, but it doesn't say what. I'd like a way to cancel an action, like pressing a building and being able to cancel back out of it.  Going fullscreen moves the resource icons away. Being able to sell resources with the trading hub and not destroy anything is kinda weird (why does it destroy something anyway? I guess its for balance reasons but it doesn't feel like it makes much sense). Also being able to sell without destroying anything when you only have 1 resource on the board is odd too, although it didn't seem to be a very good tactic to keep digging stuff up and selling them one by one.

Developer

Thanks for playing my game, and thanks for the feedback! Your point about basically digging and selling one resource up at a time is a good one- that would be a boring but effective way to play.