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(+1)

Great looking game, I will echo the other comments on here saying how excellent the hyperspace jump is. Music is also excellent. Making water your commodity and also your fuel is a great use of dual purpose design and reminds me of having to make similar hard decisions in FTL. 

I did find the beginning quite difficult to eke out any progress. I would also suggest a goal for further refining the game would be to reduce friction and increase speed in menu-ing. Since a player is going to be going through the same loop of 

-go to planet

-purchase stuff

-go to new planet

-sell stuff

Making the menus fast and easy to navigate should be the highest priority. Having to, say, sell 7 units of water means going through 9 different text boxes with associated confirmations, which really adds up when its the main gameplay loop. 

(+1)

Definitely, thank you! I will make the menus into the background images with tile swapping when I make this a full game, the dialogue menus can be quite limiting.