Got some sensible chuckle at Miss Tutorial and "tried to report his luddism". Got some Robert Asprin vibes from it.
Gameplay-wise it really need some progress bars on contracts demands, especially when there's some big numbers< any 5+ demand is headache to guess did I already sold enough or not?
Left-clicking on Trading Hub doesn't work, when you don't have resources to sell, but works on right-click. Not sure it's supposed to work this way.
Sometimes when I click sell-confirmation button, it clicks on Leave Planet.
Thanks for playing! Glad you had fun, and appreciate the feedback.
Right-clicking on Trading Hub is supposed to show your current contracts without selling, but I can see why that's confusing since it also does so when selling goods with left-click. Will try to make that clearer.
The Leave Planet click issue is definitely a major bug though. Good catch!
Nice demo! I really enjoyed the game loop once I settled into it. It gets the player in a nice flow state, and I definitely had *fun*.
My main criticism is clarity. It took me a little while to understand simple things like why my buildings were greyed out (no applicable materials) or that I needed to double click things. I think some small changes could help with this, just to prompt the player a bit more.
I also think keywords would help, like highlighting all the gameplay terms or something. Would also like a way to tell high/medium/low quality materials at a glance.
Gameplay:
I thought it was fun, but quite easy. I mainly focused on selling stuff for trader quests, and I never really found myself resource constrained. My main issue was finding buildings to make higher quality resources.
I also think an up-gradable “hub” would help a lot, or maybe a big goal like your debt in animal crossing. Then you have incentive to stay on planets instead of just leaving once you hit quote.
Art/Music:
I know it’s all a WIP I really like the planet’s background art, and the trader icons. The buildings could be a bit more distinct, things like steelworks or atom smash kind of are just a blob of yellow or grey. All the music and sound effects were good, not problems there.
Bugs:
Module compactor description says 2 <blank> modules -> 1 High quality module. Think it’s missing the “medium module” string.
Thanks for playing and for leaving feedback! I love hearing that you had fun with it.
Appreciate the critique on the clarity/UI. I've been trying to make it as clear as possible so hearing that things aren't working is oddly good. With the quality, previous the icons had 1-3 stars under them but this version I swapped those out for the rings behind them. Sounds like the new version is not working at all.
Comments
I like it! Seems like a fun 'hop on for a bit before bed' game.
I'll definitely mirror the progress bars on contract demands someone else already said.
Otherwise it's a strong foundation! Nicely done.
Thanks for playing! Gonna prioritize those progress bars lmao.
Got some sensible chuckle at Miss Tutorial and "tried to report his luddism". Got some Robert Asprin vibes from it.
Gameplay-wise it really need some progress bars on contracts demands, especially when there's some big numbers< any 5+ demand is headache to guess did I already sold enough or not?
Left-clicking on Trading Hub doesn't work, when you don't have resources to sell, but works on right-click. Not sure it's supposed to work this way.
Sometimes when I click sell-confirmation button, it clicks on Leave Planet.
Overall it was pretty fun.
Thanks for playing! Glad you had fun, and appreciate the feedback.
Right-clicking on Trading Hub is supposed to show your current contracts without selling, but I can see why that's confusing since it also does so when selling goods with left-click. Will try to make that clearer.
The Leave Planet click issue is definitely a major bug though. Good catch!
Nice demo! I really enjoyed the game loop once I settled into it. It gets the player in a nice flow state, and I definitely had *fun*.
My main criticism is clarity. It took me a little while to understand simple things like why my buildings were greyed out (no applicable materials) or that I needed to double click things.
I think some small changes could help with this, just to prompt the player a bit more. I also think keywords would help, like highlighting all the gameplay terms or something. Would also like a way to tell high/medium/low quality materials at a glance.
Gameplay: I thought it was fun, but quite easy. I mainly focused on selling stuff for trader quests, and I never really found myself resource constrained. My main issue was finding buildings to make higher quality resources.
I also think an up-gradable “hub” would help a lot, or maybe a big goal like your debt in animal crossing. Then you have incentive to stay on planets instead of just leaving once you hit quote.
Art/Music: I know it’s all a WIP I really like the planet’s background art, and the trader icons. The buildings could be a bit more distinct, things like steelworks or atom smash kind of are just a blob of yellow or grey. All the music and sound effects were good, not problems there.
Bugs:

Module compactor description says 2 <blank> modules -> 1 High quality module. Think it’s missing the “medium module” string.
Thanks for playing and for leaving feedback! I love hearing that you had fun with it.
Appreciate the critique on the clarity/UI. I've been trying to make it as clear as possible so hearing that things aren't working is oddly good. With the quality, previous the icons had 1-3 stars under them but this version I swapped those out for the rings behind them. Sounds like the new version is not working at all.
I definitely appreciate the thorough feedback.
I was playing some more, it'd be great it I could multi-select materials with the NeoEden foundry.