Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

I finally got my first victory after getting stuck in the original Mechadronoids with the target cost rising to the thousands and no hope to ever buy that sweet sweet green star.
Took me a few tries to figure out a good strategy,  it feels like there's two distinct phases, one where you amass as many stars as you can and one where you struggle against the AI in a back-and-forth buying out stars.

One thing I'd note is that I'm still not sure how connecting stars in a different way affects their output, maybe the tutorial could give a hint for that (unless figuring it out is part of the game). Also, the tutorial screen is missing that space advances turns, it's only on the itch pages's description.

Gameplay-wise, my only problem would be that once you or the AI are in a losing situation, in the back-and-forth struggle phase I mentioned before, it's pretty much impossible to come back and the game just "plays out". Everything felt clear to control, even in the 3D space of stars everywhere (the lists on the side and the grid in the background were a huge help, those were a good idea). I felt like the game really improved from the original, very cool where you're going with this.

(1 edit)
One thing I'd note is that I'm still not sure how connecting stars in a different way affects their output, maybe the tutorial could give a hint for that (unless figuring it out is part of the game).

The 2D version had a tooltip which broke down every element that affected output and tooltip which listed all modifiers affecting the claim cost of stars. I didn't figure how to show that kind of breakdown in a 3D map. Formulas are the following "outbound power = inbound power + local production". And "Output cost = distance / 100" and "Output = outbound power - output cost".

Also, the tutorial screen is missing that space advances turns, it's only on the itch pages's description.

I had a feeling that I missed something small in tutorial screen.

Gameplay-wise, my only problem would be that once you or the AI are in a losing situation, in the back-and-forth struggle phase I mentioned before, it's pretty much impossible to come back and the game just "plays out".

Yea, I the game is currently intentionally fast and decisive since there aren't that many subsystems at play yet. Although, I do want to add more AI's with different grand strategies, since the current AI's grand strategy is to collect the most valuable stars and bee-lining to your capital.

Also, did you also know and use maximized window?

Yeah, I maximized the window.