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Good graphics, nice music and an interesting concept! I liked the strategic resource management aspect.

I was a bit confused a couple of times because the game said I ran out of funds despite having plenty left. But I guess there's a 1 week time limit? The game should be more clear about that, and say "you ran out of time" instead of "you ran out of funds".

It was also a bit frustrating to work on the rocket for a long time, mostly just waiting for the engineers to finish and then having the game tell me I failed.

The game was pretty responsive, though it was somewhat hard to aim at the part I wanted to work on. I didn't even realize you could rotate the camera until I read some comments here.

The best strategy for me seemed to be hiring the 2 most skilled engineers and making them work on the main parts and thrusters, ignoring the platings until they were done, and buying mostly mid-tear stuff. At least I beat the game that way. The final part in the wormhole was pretty easy when I had all 4 thrusters.

(+1)

Thanks for the feedback!  I'm not sure why you were getting the funds ending game issue - there are separate endgame messages for running out of funds and running out of time, so if you were getting a message that wasn't indicative of your ending situation, it was probably a bug, Although I've tried a couple times and couldn't replicate that. 

Time/Speed balance is definitely something that needed more time, with only one day to test after completed mechanics, I didn't have enough time to perfect the balancing of time, build speed, wages, and build time.   I realized too late that I left the rotation controls out of the tutorial XD, and yes, a full version if this game would definitely need a more refined hover/selection system.

Your strategy is similar to the one I found to be the best, usually I would hire another, low skill engineer to work on the rear booster for a few days, then fire him as soon as he finished.  The concept of the game is to be a strategy sandbox out of which many strategies could emerge, and while a week long development didn't allow for implementation of THAT many possibilities, a full game would have more moving parts, not allowing for time where the player must sit and wait for building to finish.

Thank you for your feedback, I appreciate it a lot!