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(+1)

this game looks interesting! it reminds me of Alkahistorian volume 3, with all the nodes and things, but with the potential to be more open-ended and theorycrafty.

some suggestions:

• take out the triple lined connections. it doesn't make much sense to have connections that cannot be removed, and without them there would be more potential for experimentation

• you should probably figure out a way to anti-alias the text on the nodes for wide zoom levels, or otherwise remove the text if it gets too small

• having the ability to split or merge same-type nodes (to a reasonable extent) would both reduce node clutter and allow for more complex routing

• when mousing over a node, it'd be useful to highlight nodes that produce, store, or consume the same resources as the highlighted node, just for QoL. additionally, it could highlight which nodes it is currently connected to, with separate colors for sending and receiving

• it'd be good to have a discord server for this, just for the sake of having a hub for update info and suggestions

Oh, good to know you liked it ^^

As for your suggestions:

  • While I do realize the forced connections aren't very elegant, they're the only way I found to create more complex constructs, such as the slime farms themselves. If I didn't have them, you'd be able to cheese the farms by just disconnecting the slimes from it whenever they started to starve. While I will keep your comment in mind, I think I'll stay with my current solution, which is to only use forced connections when they're absolutely necessary (to create those more complex constructs). Do let me know if you have any other ideas or such though
  • OH, that's true. To be honest, zooming is something I had a lot of trouble trying to get right (and mostly failing). I'll probably revisit it soonish, possibly once I get back to working on the game's visual elements. For now, I've added that one to the list.
  • Merge/splitting nodes is a possibility, but regardless, they're both locked (from my dev perspective) behind a more important improvement I'll work on first, which is upgrading nodes. To put it simply, upgrading nodes will make me implement "nodes that transform into other nodes" in the code, which would open up the possibility for the examples you gave. They're cool ideas though, and I hadn't thought about them in particular, so I'll add them to the list.
  • UGH, I was JUST going to work on that XDDDDDDD
    It's like, right there on the task list:
    |> [QoL/UI] NodeInfo on a node should highlight nodes with relevant resources (produced/required/stored)
    Connection highlighting would also be cool, but I think I'll need to work on the visual revamp first (right now I'm doing everything, and I am *not* an artist lol. I think I'll create a paid desktop version possibly with some extras for people who want to support the game so I can hire someone, but I'm still thinking about it. Also considered a Patreon, but it might be easier to just work within Itch itself.
  • We do have a Discord server! And I guess I completely forgot to post it here on Itch! I'll fix that right now. For now, here's the link: https://discord.gg/VXBKMxP

Aaaand I just realized I answered that with my main account

Well, that's me, Cosmic Anemone, main dev for Vanguarda Games ^^

(there's more people in the team, but I'm the only currently active one)