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Thank you, what an amazing feedback :) 

First, do you have a game that you would like me to test and give you feedback on? Please share a link ;)

Second 

Do you remeber where this tutorial problem is located? Ive been looking through them, and thought I had most of the problems fixed :)

Nice that you found the pacing good, I have tried really hard. 

I will work more on a more balanced difficulty curve in the next major version of the game. 

About the global difficulty setting, this is a good idea, and I will put it in the backlog.. thank you!! 

This helped a lot! My deepest gratitude !

(+1)

I restarted the tutorial a few times, but I was not able to reproduce the problem. Seems not to be a serious issue.

Another thing is: I do not really understand why I need a fire? The tutorial tells it helps to see enemies, but the night is not very dark. My impression was, that defenses also work without fires. Maybe make the night darker? Make it more "spooky" when there are no fires?

If you have time you could take a look at https://crashdumpsoftware.itch.io/crits it is a feedback trade extension for itch.io. It was probably a dumb idea by me, but would be nice if you could take a look, maybe import one of your projects, an give your opinion.

If that is not your cup of tea: The game I am currently working on is https://crashdumpsoftware.itch.io/epsilon-indi . I had no feedback since the last update ... so feedback would be useful as well.

I will get back to you on playtesting your game. I am out traveling on business right now, but will be back on wednesday, where I will give your game and the feedback trade extension a look :) Sorry for not saying that in the first reply.

Sorry for the slow reply, I had to much work, and it took me a while to get to testing. 

However, here is my playtest of your game :) 

What I liked: 

  • The tech tree, and that there was different types of resources. At first the constant sending of unit immediately was a bit confusing.. but in the end, I liked it. It was simply a new concept I had to get used to. 
  • The idea that I have to optimize my resource intake and make a perfect balance was really fun. 

What I would improve/change 

  • The uncapped resource deposits, that I could just spam as many harvesters as I wanted, makes no sense, and that there is an unlimited amount of resources, also made no sense, this means that I never need to exapand my colony. 

  • I would create a better and more controlled progression in the game itself, so that a tutorial was not needed.

  • The tutorial was insanely slow, and that I had to wait for the voiceover to finish was just not a good experience. 

(1 edit) (+1)

Many thanks, great feedback!

I will work on the improvements you suggested for the next update.

Regarding the resource cap: Actually there is a "soft"-cap. When you have more harvesters gathering at the same place the efficiency drops. When you closely look at the stats at the end of your game you can see, that at 11 minutes you have only half of the harvesters of the AI but 90% of the income. What you did was much more efficient than what the AI did. The resources are also limited, it is just not visible in the game. I have to improve that.

Awesome, that is a nice idea. If you made that visible in the UI this would be magnifient! The more I think about it, the more I like that idea. If you manage to vizualize this in the interface, let me know, and I will test and comment again if you would like?

Also, I set up Crits, I think its a fun concept, and I am looking forward to seeing what I can amount to. 

One thing I was thinking, was that instead of me having to insert a whole new description, why not simply import the one from the itch page?

I would also like if it was possible to ask questions instead of just doing a poll :)