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I'd love to have some input on what areas you think needs polish the most, I know I obviously need to work on the graphics as barely any time was spent on them.

This is my first shot at creating an inventory management UI/system, the code is a mess as I worked out things as I went along, and then tried to patch up messy code after the fact. There's still a lot of bugs so I'll probably just recode the store part and submit a patch after the rating period is over, now that I know  how I want it to function.

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Here are the bigger things I noticed, that if you could rework a little, would make the experience more fun. For me at least.

Biggest thing I found, is the amount of enemies during the spaceship game. Maybe I'm mistaken, but it felt like it's always the same, for both long and short distances. When I travelled to a planet right next to me, it ended up being an auto-game-over, since there were just way too many things do dodge. When I tried it again, this time only travelling very far away, the game took longer, but barely had any enemies in it.

The shops and item prices. I just didn't know what's a good price and what's a bad one. Every time, I just ended up being broke, since I either bought and sold everything, or tried to memorize the prices and failed anyways. I would love to see just one more number in the shop: an average price. This way you always know if the deal is good or bad. Maybe I'm just a big noob, but I didn't see into the code, and didn't know what to buy, what do sell, and where to do it.

Otherwise, for me it had a really nice gameplay. I enjoyed the robot talking sh*t when I did something stupid, dodging the crystals and ghosts, and I really felt my computer working through the chunks of code. There might exist some small additions, like adding fuel so you can't just endlessly make money, tax gates, or some other things I thought of while playing, but since it's a jam game, I really liked how it turned out, and you shouldn't be too disappointed, since as you said in the introduction file, there's no violence or fnaf, and with that, neither the potential for an ordinary player to enjoy the game and make it a hit.

We learn from everything we do, and I'm sure you learned tons while making this, but don't forget one thing: enjoy yourself. You did a good job.

Mravec

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Ah makes sense, I should have made it clear that you can actually turn back if you get cold feet during the spaceship sections, I have actually taken care that so it's actually quite hard to set yourself into an unwinnable state, the game even has a feature that will give you "pity money" if you save while having less than a certain amount of cash and an empty inventory. 

Though having a short "Galaxy Guide" to get players started might not be a bad idea, it also gives me a good opportunity to dump some lore on the players.

If a item is for sale, it means it's at least below it's base price (I think dark matter is the sole exception to this due to it having such a slim potential profit margin), so if you take note of the price and only sell for profit you should be making money rather easily. 

I agree, I should look into balancing the monster amount, my intention has been to try to strike a balance on the amount, so players need to consider the added risk of traveling short roads to save time.

I considered adding fuel, but decided against it as it could be a great source of frustration if you're not familiar with the game mechanics beforehand.