Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+2)

I really enjoyed this (even wishlisted it on Steam)! If I may, I have two suggestions for you: 
1) Let the player know what each resource looks like from the start (it could just be in the instructions menu before the game begins).
2)
 Maybe have the dome be battery-powered to add an extra layer of difficulty once a player upgrades to a second laser. 

For my first point, I found myself confused during my first attempt because I didn't realize that the little icon for the Auto-Repair upgrade represented a type of resource (sand). I didn't get the resource counter upgrade at the time, so I didn't know what it was (the same thing applied for the resource for the fruit upgrade).

As for my second point, I found that once the second laser was added, a lot of tension was gone because I could just hold down the spacebar and move the lasers around, killing all the enemies before they could even get close to the dome. My suggestion is that if the dome is battery-powered, it could have no trouble maintaining a single laser, but a second laser would drain too much power. So, either the player would have to mine for a specific resource to maintain the battery's energy OR the lasers would have a cooldown period of a few seconds (either synchronized or separate). If the former, the resource wouldn't even have to be something new, it could be something that's already being mined, but the player has the option to either use it for the battery/lasers or something else. 

Anyway, those are just my thoughts and feedback. For all I know, you may have already thought of this or someone else told you already... If that's the case, then I apologize for the repetition. In any case, I'm eager to play the full version of your game with whatever the final features end up being!

(+2)

Thank you so much for the detailled suggestions, i really appreciate this. I find both your points very clear und sensible. 

The first point should be improved in the demo for the full version, where you only unlock the resource-related upgrades after retrieving a resources of that type.

The second point is also really good, something i need to think about a bit more. Both your solutions would work and have their own merit. Both should be playtested at some point, implementation is usually quick :)

I regularly post updates on our discord, and discuss suggestions from the community. Please join if you like! Maybe i'll also start a video devlog, but on the other hand i need to make sure i spend enough time actually working on the game :D

No problem at all! I'm glad that you found my suggestions helpful :D