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It picks a random part to break every few seconds, so I suppose if more are decayed it has a higher chance to pick an already-decayed part.

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And the random part in 99% of cases is the one that I repair, but I've already flown further, lol

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this is a repeated point of feedback…

and you’re super right in pointing it out.

the way it works is:

there is a global timer that breaks something every X amount of seconds… and it only picks from things not broken… so if you fix something right before the timer is about to off, there is a good chance it will insta break again

we’ve heard at least 2 or 3 suggestions of how to make this better and they are all good, wish we had thought of one of them during the jam

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So it didn’t seem to me how insidious the decay was! I understand that due to limitations you implemented it as is. The mechanic works well up to level 1.5. But I spent 15 minutes trying to reach level 1.0 and constantly had the feeling that there was not only randomness, but also some kind of insidious trap. Still missing a jump in the ship or a 1 tile wider passage.

feel honestly very thankful that you’d put the time to go that low on decay level, means a lot to us really

but yeah, it’s luck of the draw

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you’re also correct in the second point, there is a “rubber band” mechanic: things break faster the closer you are from winning, and break slower the closer you are from losing

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I noticed this too, but it didn't annoy me.