Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Minor typo on the shop keeper, "to" instead of "ot", otherwise so far so good. Curious though, is the shop a straight drop of an item? Or should be carry a trade off of swapping a particular item or having X energy available to "spend" as it were? Another thing to consider, while its interesting to see whats up ahead on the galactic map for planning, should that extend to the entire map, or just the adjacent 1-2 nodes ahead of you?

Thanks for that!

Right now, it's just a straight item. I don't plan on having any other currency at the moment. The "random event" code is there, I plan on making them a bit more interesting.

As for the map, it's not obvious but if you hover the mouse on the right or left most side of the map, it will move the map and let the player see what's up ahead.

Ah yes, I did figure out the panning feature. What I meant was should the icons of each planet, shop, random event, battle, etc. be visible on the whole map for each planet?  Or should it only show what each planet holds adjacent to your position, such as the 1-2 planet choices in front of you at the moment to add a bit of mystery to your decisions down the line? Just an idle thought.

I wasn't sure between adding mystery or letting the user plan their route. For now, I went with planning the route.

I'm planning on having 4 maps in total. They other maps will have a more complex route system so planning might be needed.