Skip to main content

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

wanting to update some things I found while playing


T2 Tech randomly hangs while there is sufficient power for it saying Duration to be 000.0


Certain cases where you get a trade set up going requiring 100-200 O2 for each trade is kind of a monster amount, 60 felt like a comfortable amount. I get the premise, but this slows down the game and creates an unnecessary amount of silver in the process.


I started with 4 Rock/Gold asteroids near me while I was exploring out. Kind of bad RNG probably, but this kind of comes to question how your map generation is. Evenly distributing the Resource types is kind of important. You have 4 asteroid types, I believe, viable 8 though. Which is perfect to utilize the  Four colors theorem in map region marking. Ice... Ice.. where is the Ice?


I have accidentally turned my starting  Hub into a Relay multiple times now. This kind of brings the interesting point of safety measures to prevent such accidents. Configuring should do a check to make sure you have at least 1 other Hub/HQ before allowing you to change it to a relay.


Also would like to see a snap camera to the sun's axis. So that it be easy to see the best spots for solar panels early on. Maybe this would prove moot if you plan to implement rotation around the sun or stats to see the efficiency of solar panels.


I had Muted the game and put the computer to sleep and I am not getting sound after trying to unmute the game.


I plan to update you as I spend the next couple of days colonizing the system.

Glad that the game is starting to feel better! :D

Some of these things that you've found aren't actually bugs, but rather poorly explained mechanics (the lab duration and oxygen costs). I agree that the oxygen costs are getting WAY big, but it depends on the gravity of the asteroid you're launching from. You can always hover over a cost/stat to see the formula used to calculate it! Try that with the Tech 2 duration and see if you can figure it out :P

Asteroid gen is still very unbalanced, so I apologize for the bad RNG. Also, ice can be found in asteroids far from the sun. You might need to get some scan and launch range upgrades!

I'll fix the hub->relay issue in the next patch, sorry about that! There are some other things that I'll put safeguards on in the future too.

I have an idea for your solar efficiency problem, stay tuned :P

The mute issue I'll look into, but if it's an issue of the game running >24 hours, it won't be an issue when saving/loading is done.

Thanks for keeping me updated with stuff you find!

(3 edits)

I just kind of completely forgot and for whatever reason didn't take the aspect of the description "Utilize Light to further science" literally Facepalm. So basically the 000.0 is when it's not getting hit by the sun.


As for the O2 cost. I think the number should be tweaked, I would point to thinking of real-world example, comparing the escape velocity of Ceres and how Ceres would be classified in the game if there was an asteroid of it's scale. I was gonna do a whole speel on Tsiolkovsky's Rocket Equation too for the usage of fuel, but it would take some time for me to get the math right. Real-World examples are pretty useful and I'm not really questioning the math you put in already. I was just saying it takes quite a bit of time to generate that O2 needed and it creates a side product that isn't consumed at the same rate as O2. I also don't think Gravity should be solely dependent on what's in the ground, but the accumulative of the Ground+Storage; 1 Glass=10 Rocks Etc.


I also derped thinking Rocket Range was referring to the Lasers.


Chalk it up to me not putting 2 and 2 together though.