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(+1)

Wow, there's a ton going on here. I get big economic board game vibes from the conceit here, so that's going to make me love (and be very critical of) this game. I got to about day 18 before dying because I kept accidentally ending day without moving when I thought I would have enough to make it to the next checkpoint. You'd think that shouldn't happen because there's an "are you sure" popup, but i got into the habit of clicking it every time because it just became rote. I would suggest only doing the "are you sure" popup if there's movement remaining maybe? The events felt like a little too much randomness in that the early game is largely influenced by whether or not you find free food and fuel. If you don't get a lot of that, you have to turn in quests for it (which feels less efficient). 

I did have a hilarious moment where I kicked Sally from my ship because I was low on food, but the end of day event gave me 10 food, so I chuckled at that. I then rehired her a few days later as she turned back up at the starport. That sort of emergent story telling would be a really cool thing to flesh out in a bigger version of this game. 

Well done on this overall!

(+2)

Thank you for the detailed feedback! Your comment about the event randomness was a good lightbulb moment on how I can help balance the game, change the percentage of the event card types based on number of days. It can start easy and gets a bit harder the closer to day 50. I think the idea of the Are You Sure message is a good route as well. I may put this together since it should be fairly easy to do for a next patch.

Thanks again for trying it out and leaving the comment!