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(1 edit) (+2)

The concept is there but some of the automation is really rough to get your head around.

If you get the chance, some QoL features would do this game wonders:

  • Let funnels / logistics buildings snap to others (fiddling with near pixels is painful at best)
  • Let us toggle the transparency of large buildings so we can work behind them / connect things to their north edge
  • Give Miners a footprint larger than their ore source, so you can connect to them from more than two sides
  • A short tutorial that explains the basic progression / what unlocks what. How to use Funnels and belts would be excellent!
  • Optional Dash / let the engineer be moved by conveyors
  • Dialog boxes that persist, rather than having to right click the NPC each time and then navigate on to the next answer.
  • Let logistics buildings ignore collision with items (on conveyor belts) when being placed, let gates face up/down
  • Remember the style of building (/ length of conveyor) last placed if you set down / run out of placeable items

Only had two bugs with the game:

  • Placing a display board with a Sterling engine as a source would crash the game
  • The recipe for Grilled Cheese Sandwich may be missing a toggle for it's up / down arrows. I couldn't make it with two puffy bread, thicc butter and soft cheese, but I also see that sturdy paste can be made into it so that seems like something off.

Overall this has clearly been made with a lot of love. The modifier + mouse click scheme took a while to get used to but it works well enough, especially once you learn that space+click can remove buildings.


WG game devs are honestly something else... amazing.

(1 edit) (+1)

Thank you for your feedback! I have now released an updated version with some things fixed. Please check the devlog for more info.

Edit: thank you a lot for the nice words as well! It is very nice to see people enjoying what I made!