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You should advertise the presence of a linux build. We are just as numerous as mac users.

I always enjoy a little factory automation game. Thematically "I feel confused" ;) Why are UFOs building cauldrons? Are they perhaps steered by little green goblins?

There where a few issues that I would like to address:

  • It was a little hard to grab the end product in the middle of the crafting field. Especially if the recipe required an ingredient in the middle. Perhaps you could make a drop of field? (Minecraft does it, if I remember correctly)
  • some levels felt unsolvable. Especially those that required you to make a sub component for a final product, but gave you only one crafting spot to work with. The UFO's ether grabbed the wrong thing or would simply get stuck. As far as I understand it this is the meat of the game. Figure out how to make it work. Unfortunately you didn't lay enough foundation to give me the necessary knowledge to solve it. I only learned how to (very unreliably) pick up objects and put them in their place. I am not a fan of tutorials that tell you everything you need to know in drawn out paragraphs, but a couple of encouraging arrows and short explanations would be appreciated.
  • currently your UFOs move at their own pace. I think that some levels could be solved by making some of them go a longer path than others, but I am really unsure, since I don't know the timings and they are impossible to synchronize. It might be prudent to make a tick that they all follow and a start/stop button (if you're going for timing puzzles of cause).
  • The crafting table got a little old after a while. Place the ingredients in the correct spot, move the product to the output wait for a few seconds until they repeat it a dozen times. Adding some different material converters for a post jam version would spice things up.

Thanks for the feedback!
I am aware of most of there problems, especially the UFO grabbing wrong things is an annoying bug that I never managed to fix.
None of the levels are unsolvable, but I clearly need an extra teaching level before the "boat" level to explain how to properly time things, so that the crafting box doesn't get clogged. It turns out level design is damn hard.