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Hey there, I’ll answer some of the questions regarding the feedback.

The spinning cube was a test for something we wanted to do in game, where if you zoomed out far enough, it would show the world wrapped on a sphere.

There was meant to be a tutorial but towards the end of dev, my computer was taking 45 mins to compile when the linker broke, and 5 mins to run wasm builds, I just couldn’t be bothered to tune and fix things anymore.

The goal was to expand and take out more trees, and with each building, your operational costs would go up, forcing you to continue to expand. The end goal was to clear the whole map of trees. Right now, there’s no win condition, so I’d say you made the right choice there.

The cursor was meant to lock within the screen so you could control the position of the world RTS style. Middle click drag also let you reposition the map, similarly to other RTS games. In bevy 0.12, mouse confine on MacOS doesn’t work, so it would default to locking the mouse in the centre of the screen. The mouse was confined to allow edge panning, also like in RTS games.

Again, due to the debilitating build times, I couldn’t tune anything within reasonable timeframe (and sanity).

Game assets looking like they’re in the splash screen are because they are… lol… because the init function wasn’t called properly on the right enter state.

Ah, good to hear that my troubles with the cursor are due to a platform-specific winit bug. I'll keep an eye on https://github.com/rust-windowing/winit/issues/1093 but it doesn't seem like anyone's even working on it.