thank you very much for playing and for the nice feedback :)
Bruno
Creator of
Recent community posts
Thanks for the feedback! It all started from wanting to create a game where scaling the UI also modifies the values the UI "contains", so that a visually bigger slider would contain a bigger health pool.
Yes, one of the blue ships is undestroyable via projectiles, BUT it can still be destroyed by boosting into it, which does piercing damage. This is technically explained in the tutorial in the main menu, which is accessible via the arrow next to the game's title . As we believe not many people will notice it I thought I'd mention it here :)
Really good overall! My only complaint would be that playing on a laptop, without a mouse, it is not quite handy to right and left click, so I couldn't go as fast as I would have liked. Maybe you could consider an alternative control scheme to make full use of the keyboard? For instance, using J and L to hit and A and D to recharge. Nitpicking aside, great entry
Thanks for the feedback! I agree, I had very little time to balance everything. Both the amount of money required to hire people and the amount of money they produce need to be rebalanced. There is one fail-state in case one runs out of money but it’s pretty unlikely to happen unless one actively tries to.
This said, the game is not actually a management game, despite pretending to be. It’s meant to be a satirical take on capitalist exploitation and to show how easy it was make money off the backs of workers during the first industrial boom, without many obligations or safeguards in place.
It was a deliberate choice to not have clear objectives. As it is never explicitly stated that the ultimate goal is to make money, one could quickly assume it is, given the context of the game and the values of the world we live in. However, when finishing the game the first time a player enters a leaderboard where money made has no value at all, and instead focuses on how the workers were treated.