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(+1)

Did a blind playthrough of the current demo and uploaded the result over here:

Overall, I think the game was quick to pick up and learn. I failed my first attempt at the asteroid but pulled off the second attempt. I feel that some of the UI could be moved around to make the resources the central focus of the screen space. Clicking a building to power it, then to select it too, kinda' feels a little clunky. It seems like your core mechanics are prettymuch built-out so adding polish features or QoL features will likely go a long way.

As other players have mentioned, being able to return to main menu from the defeat screen would be good.

Being able to pay 1$ to receive a resource pull that was guaranteed to be at least 5$ seems like a debug or testing feature, or placeholder values. Perhaps as planet stability decreases, the cost can increase. I have a feeling I read something about that on the page or during the tutorial somewhere.

I'm not sure what the emotional support checkbox does in options but I enabled it during the playthrough.

Cheers

Thanks for playing and for the feedback!

Having the resource pull cost go up over time is not a bad idea, honestly. My initial concern would be "double-dipping" increasing costs between creating new resources with deposits and then that, but there's probably a good balance.

I appreciate the reinforcement of the QoL and layout issues, helps me know where to focus next.

The emotional support button does nothing. I added it just to make sure the options menu was working and never removed it. Torn between making it do something very small while saying it does nothing, versus removing it entirely.