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(+1)

This game is hard! But not overwhelmingly so; I think there's a number of bugs that prevented it from being a really sleek experience - sometimes my dudes would get hung up on trying to deliver minerals to a depot, sometimes (it feels like) monsters would be just immune to damage (no feedback will do that to a player - they'll be assuming the worst crimes on the game's part). And having each depot its own separate counter of minerals for when it's allowed to spawn, and having a TOTAL between all depots displayed in the screen was very confusing - at one point I had two depots and 39 crystals, but couldn't spawn from either of those :D

Also, it's a bit confusing that dudes are "bound" to a depot and when you're giving an order to attack a monster, only dudes from the currently selected depot would attack (and there's no way to select a depot WITHOUT spawning a new dude if you've got resources for it, but that's a nitpick).

DESPITE THAT. It's been a wonderful tiny little strategy game that I'd honestly play much more of once it's streamlined a bit (add feedback to the player, please! HP bars/numbers, sounds upon miner/enemy death, other game events) and there's a bit more content (the idea with the research tower, "prospecting" building that spawns/discovers minerals and the depot is nice, and there's definitely space for more!)

Congrats on delivering this game to the jam :)

(+1)

I appreciate such an in depth reply! As I mentioned in previously replies, quality of life changes such as better path finding, appropriate monster quantity spawning, enhanced GUI, better feedback to the player, and better interaction for switching between bases are all things I've wanted to do, but ran out of time. 

I also would love to expand the mixing lab where combinations of all sorts could be made. 

Again, I appreciate all of the work and effort you've poured into your comment! These are all issues I would love to have updated after the  voting period is finished!