Thanks for the feedback, I initially had a system like that with left and right clicking to cycle through forms and a traditional wasd plus space movement, but in play testing I found it difficult to execute fast sequences and it makes it so some forms can't be combined as easily because they are a few clicks/scrolls apart. I think the current system is a bit less intuitive initially but works better once you get accustomed to it. If I had more time I would probably add an option for different control schemes depending on user preference.
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I had fun trying to get my citizen saving rate as high as possible and the presentation is great. I did find it too easy though, especially at the beginning. I didn't have to build anything for satisfaction outside of taking a couple choices to boost it and it was very quick to get to a point where I had enough money production to never run out, and at that point its just clicking on recruitment centers and offices as fast as possible
I had fun with it, I like how there is a sort of balancing act, you get a higher score by moving further so you are incentivized to accelerate but that makes it hard to carefully move around to stay alive, and you have an incentive to keep your fuel reserve low so your ship is smaller and can dodge asteroids. but obviously you want fuel to stay alive. It can be a bit hard to control unless you move very slowly and precisely but that seems like the intention