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I really wanted to like it after seeing peoples' comments but if I'm being honest, it does feel a bit like watching progress bars with interaction. Maybe the game just isn't my style of playing, so don't really take this too harshly, many other people enjoyed it. Regardless here's a bit of feedback I'd like to give:

- Search is oddly manual before auto-search and I would have preferred if it were continuous as other people have pointed out, however I do recognise that this makes autosearch much less useful.

- Some of the items have way too long waiting times and you kind of just do nothing, but this also makes the game somewhat idle-able so it has its own benefits.

- The sense of unfolding seems lacking and all I really felt like I was doing was watching progress bars. Progression-wise, this is a game jam game so it could probably be attributable to lack of time. However another thing in my opinion is the lack of indication of progress. You never know when searching matters or it doesn't or when you unlock new items or recipes until they simply randomly show up in your face which is disorienting. I do get this is probably more representative of what would happen in the real world, but even a small "Area searched: x / 1123330" or something would be nice.

- UI is somewhat odd on both collapsed and fullscreen: Obvious reasons for collapsed, but for fullscreen I feel like things are also a bit too spaced out which makes things hard to see.

- The ability to dismantle crafted items if needed, and show what boosts those constituent items provide. Often crafting things is almost a downgrade which I feel is counterintuitive, this could make for a nicer way to plan things.

Theme-wise, it feels like not much was really done and this could be easily applicable to any other game without having been inspired by the theme, maybe some sort of limit to what items you could carry with you to help you with tasks would be interesting?

(+1)

Thanks for the considered reply!

I find that a lot of incrementals are about waiting for numbers to reach an arbitrary point and then being disoriented by a bunch of upgrades before being forced to "prestige" which is really a downgrade. So I switch it up with progress bars, "crafts", and other more concrete or lifelike situations, and fit them into the incremental model.

I like a lot of your concrete suggestions. I can always use interface suggestions. I'm seeing from comments that this could be a good long-form game, and adding features like dismantling would make it a lot easier on me, preventing the need to analyze skill unlocks to avoid soft-locking the game.

For the theme, I really wish I'd added the text "Capped at 1" on every item. People didn't associate "unique" with "1". The game was designed around the theme entirely, I didn't even have an idea for a game before the theme came out. I didn't want to play with some math to make the skills appear as if they were capped at 1 without it affecting the mechanics. I did it with the progress bars, and now you can't tell how long something will take. Every button caps at one to the detriment knowledge, but that isn't enough to count for the mechanics-based theme? As a long-form game, you better believe there would be 10k screws and 5k metal plates to craft a "chamber" or whatever. I just have to remember to spell out themes for people, my interpretations are too unusual.

Ok, sorry for that bit of rant. I do appreciate the feedback and I'll look for someone to look over the interface before I post my next game.