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(+1)

Thanks for the update :-)

In the meanwhile, I have finished a game with custom settings (70% mission probability / 5 days repay interval). I think I found my ideal setting, it was really challenging in the beginning (failed to repay once), starting from midgame with having several higher level Captains and some Majors, it got easy again. Btw., are you planning to nerv mid- to endgame a little bit or is your current focus just on writing?

Morale was a constant challenge until the endgame, where I can recover morale by relocating without mission, which is often better than taking a low profit mission in this stage of the game. Normally, the morale situation gets easier already in midgame, but this time I had a lot of stern female officers, and the arranged dates can cost you a lot of morale in the late game. When you add the higher level obligations, which primarily effect the late game, the current morale settings could fit really well.

VIP scenes: Are there any differences in the personalities of the VIPs (expect fo the introduction)? I couldn't recognize any, and they were quite similar to the normal cargo loading scenes. I was hoping for more distinct scenes, and more specific reaction to the current outfit. But maybe I missed something.

Btw., the "Captains are always busy" rule is - against my expectations - really great. It greatly improves the value of locations with only 2 Captains in the early game, as you no longer have to fear that you do not get any mission at all.

Hey, thanks for the feedback! It's good to hear that the balance is in a pretty good place, and that both the custom games and "Captains are always busy" are doing good things for the game. Those are the kinds of things that I'm most proud of. :)

In regards to difficulty, I'm not too focused on balancing right now, because the writing I'm doing now could impact that balance. I think it's better to re-balance after all the writing is complete. Balance is a really important thing though, that I do think about. I've been thinking about a few RPG game ideas, and I have no idea how I would balance them. I know what game mechanics I'd want to use, but balancing will always be a big job.

For the VIP scenes, there isn't much difference between the personalities. The intros change, and the middle text changes a bit, too. But, the morale penalty is the same (if I recall correctly). I did leave the code open enough that I can extend it later, but I ran out of time and wanted to move on to other scenes. It's kind of tragic, because I think it definitely has room to grow, but I will almost certainly not ever have the time to do that. D:

Part of me wants to wrap up this game as soon as possible, so I can start the next one, lol. I recently found a youtuber named William Papadin, and I was laughing my butt off at his skits, lol. One of his skits was about Fashion Souls (or Elden Bling), and I realized, "Holy smokes! This is exactly what I like in RPGs!" I'll be real, I used to love lore heavy RPGs, like Baldur's Gate and Fallout 2, but nowadays, I just care about what kind of cool outfits I can dress my character in. :| I liked this experience, because it helped me reflect on what's important to me, lol.