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Physeter0

19
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A member registered 90 days ago · View creator page →

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As a fellow first time dev, I want to congratulate on your first game. I think you did a great job within the confines of a 4 day jam, and you have a really cool premise that you have a lot of opportunities can build upon, if you intend to update this game after the jam. 

I think one of the easiest ways you can add a bit of variety to the gameplay is by fixing what I assume to be a bug. The number underneath a commodity  name in the shop screen, which I'm pretty sure is the amount of the commodity available on that planet, is able to go into the negative, as shown below. 


I think that if there were a limit on the amount of any given commodity you could buy on a planet within a short timeframe (I imagine the planet inventories could restock at the same time that the commodity values change), that alone would be a big improvement, because it would force the player to plan the most efficient route between several planets, rather than flying between the same two planets until the commodity values change.

Aside from that, I believe that, as other have pointed out, the game could benefit from adding something to do in space between planets (My mind goes to pirates that attack you and try to steal your cargo), and also I think a slightly more detailed UI (Maybe showing the values of commodities on planets, rather than just whether they're up or down [Although that may make the UI too cluttered, like I said, I'm a first time dev too, so I'm hardly an expert]) would be beneficial.

Unfortunately, I didn't have time to implement a lose condition, so if your population drops to zero, you can just keep playing the game as if nothing happened. I do plan to add some kind of stakes and progression after the jam is over though. Thanks  for playing though!

It was really interesting to scroll though the rules and find interesting patterns (my personal favorite is rule 73), although I think the game could benefit from some kind of instructions, because it took me a while to figure out what was going on.

Cool concept, and well executed, although I feel like it's a bit too hard to tell the identify the defective balls; I think making the size difference slightly more pronounced would be beneficial.

From one first time game jammer who made a game about mining asteroids to another, great job. I really enjoyed the game, my only complaint is that hitting the asteroids killing you in one shot feels a bit frustrating, especially since you have to get close to them to tractor beam them. Other than that though, I think it is really well made.

Very fun gameplay loop, well done.

I really liked the idea, and the gameplay was fun, although slightly hindered by the fact that the mouse sensitivity was very high, which made it difficult to switch between controls after multiple were added. 

I loved the concept and the and atmosphere of the game, but the platforming controls felt a bit unresponsive, especially for the bits where you have to jump and land inside a tunnel through a building.

Really fun concept. The spaceship feels fun to control, and the models all look great. My one complaint is that the game does get a bit grindy as you get into bigger ships, but there are plenty of ways to add variety, if you plan to keep working on this project in the future.

Really well polished, and cute, but, as you've mentioned, the difficulty does ramp up a bit too steeply.

I like you combined multiple different interpretations of the theme in your concept, which was really unique and fun.

Really creative take on the theme, and a really fun game.

Really unique boss designs and gameplay; I loved the tradeoffs you have to consider with the different size options.

It's amazing how much content you managed to pack into this game in 96 hours, and how you still have room to add more content, like more areas, should you choose to keep working on it in the future. And I really love the concept of working as a cartographer for the heroes of a classic adventure game.

Really easy to pick up, but difficult to master, I love how you pack so many decisions into such a simple game, like whether to focus on taking out enemies as they spawn, or risk leaving them be until you can use the explosion, and whether to stay small and nimble, but with very little ammo, or pick up more ammo, but take on the risks of slower movement and a bigger hitbox. Overall an amazing entry.

Awesome game, the first couple attempts are a bit confusing, but it feels great once you've gotten used to juggling all of the levels.

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Thank you, and I completely agree about adding challenge. I did initially have asteroid collisions damage and eventually destroy modules, but I couldn't get it working in a way that I liked in time.

I had a lot of fun with this game, but there's a pretty major difficulty spike on the first level to introduce missiles.

Overall a fun experience, although the brick physics could get a bit buggy.