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(+1)

Played for a bit. Video: 

I have seen this game in others DDs and wanted to give it a try. The idea is interesting since sucking planets dry of resources is a neat sci fi concept.

First off, I did get tired of text quickly. From the introduction, to the tooltips, to the tutorial, I didn't expect to get walls of text every time. When there is so much fluff mixed with tutorial info, it is hard to know when something is worth paying attention to. And yeah that resulted in me skipping part of the tutorial.

Maybe you can get used to it after a while, but completing contracts at the same time as maxing resources felt too difficult, specially with the resource draw RNG. I tried to meet a modules contract but couldn't get any modules before it expired. Later on I had one that said "sell 10 resources" but I felt it never completed itself. Time advanced every time I did anything so there is an unclear time limit making things more stressfull.

I don't understand the atom smasher, when am I supossed to use it? It grows in power cost every time so if I use it on low cost stuff I end up earning little money, while also running out of time for contracts. I think that using the second ability to get power also increases the cost of the main ability, why?

UI feels a bit sluggish, every action locks all buttons for some time, slowing down gameplay.

I think I got a sound bug on the asteroid level, a sound repeating non-stop.

"Depart from planet" appears as the second row button, making it look like something that should be activated constantly instead of a "end the run" button. I should get special treatment. 

I think the game has an interesting premiese, it is just the gameplay that needs iteration and more polish.

(+1)

Thanks for playing the game, as well as for the criticism. No really, I appreciate the harsh criticism since it means I have more work to do!

  • Appreciate the thoughts on the walls of text. One of the goals of the new system was meant to be "less walls of text", so it clearly failed.
  • Regarding the contracts, the current implementation is actually "Sell X at the same time". I feel like your read is the more natural one and the current way could be added as a harder tier. Still, it never occurred to me that they would read differently.
  • Buildings using more power is a balancing mechanism, but the power gain of Atom Smasher increasing the cost of the primary is a good point. Will fix.
  • I've been waiting for someone to call out the UI sluggishness, lol. Will prioritize.
  • Can you clarify the sound bug? I thought I squashed most of those.
(+1)
Regarding the contracts, the current implementation is actually "Sell X at the same time". I feel like your read is the more natural one and the current way could be added as a harder tier. Still, it never occurred to me that they would read differently.

Oh ok makes sense, that does make the contracts much more difficult to complete.

Can you clarify the sound bug? I thought I squashed most of those.

You can see it in action at the 17:00 timestamp of the video. The grab resource sound keeps repeating..