Thanks for playing! When you hit 10 credits it will display a small notification letting you know that your competitors are aware of your wealth, and there is a chance they will come after you to steal your resources and credits, and then go back to mining planets after about 45 seconds. Any time you gain credits after that, there is also a chance they will come after you.
nicksmaddog
Creator of
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Cool concept. Took me quite a while to figure out that you needed the asteroids behind you in order to mine. I was also confused how to pickup the minerals after destroying an asteroid with your laser, as I had assumed it would be the same button as mining (E), rather than a number. I've tried quite a few runs and have yet to successfully sent any rare minerals to collect money.
It seemed like might have been a couple of bugs. At one point, I had around 22t of putonium but no fuel in my boosters. I'm not sure if there was another step I needed to take to convert that into fuel.
Overall, great idea, and really liked the art as well.
Just wrapping up the first day working on my game. I started at 10:30am EST today. I did not get nearly enough done on the project today, so hopefully I'll be more productive throughout the week! I'll only be working on the game for a couple hours each evening after work.
The basic premise of the game, is you are a spirit with the ability to swap souls with an enemy. This allows you to transfer all of the enemy abilities to yourself, and vice-versa. The idea is that you will start with no way to attack, and must swap with an enemy to gain their attacking abilities. You will only be able to hold onto the new abilities for a limited amount of time before you will need to swap with another enemy.
So far, I've got the basics for swapping implemented, along with an ECS to make this easier. I'm writing my own engine for the game, using ClojureScript.
Not much to show at this point, but here is a screenshot of my testing room.
Thanks for playing! I did have a tough time balancing the difficulty of the game. It seemed too easy to me as well, but I wasn't sure if that was because I played it a million times haha.
Originally, I did have the player die by having their effectiveness drop to zero, but did not have a clear victory goal. When I added in the high score piece at the end, I ended up removing the death mechanic and just relied on the drop in effectiveness.