Thank you! Yeah, I agree that it’s a bit hard to see stuff, I’ll definitely need to workshop something for the next time I write an isometric game.
Tellyandrew
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Thank you! I wanted to allow circuits to be picked up with the teleporter, but I didn’t have time to program it unfortunately (I would have had to write something to recompute what building is powered by what when a circuit network is split; that’s not difficult, but there were more pressing things to spend my time on).
Thank you! Yeah, I feel does rng makes it a bit hard in the early game; I do have a couple tips to counteract it though:
- You don’t have to just make just one circuit network – if there’s a few crates clustered in a remote area, it’s totally viable to make an outpost with its own power-source
- Don’t place your circuits unless there is something you can power with them in the same turn. You might be locking yourself out of crates that you otherwise could have reached
Thanks! The game does use a pooling system for the items (15 circuits, 4 power buildings, 3 defensive buildings, & 3 miscellaneous buildings before reshuffling). But I do agree, it’s really tough if too many crates spawn too far away when you don’t have any extra power buildings to place as proxies.
Thanks! I agree with both your critiques.
The first complaint will naturally happen on each run; the item pool uses a deck system (it will generate one of every possible orientation & type of circuit before reshuffling) which means it will be a ratio of (4 + 6):(4 + 1) = 10:5 circuits with 2 or less connections throughout. I probably should have just removed dead ends from the item pool. A rotater building also would have been cool to add.
I also played through your game, it’s my favourite game from the jam so far!
I was hesitant to play this because I didn’t want to go grab a pen and paper. But I’m glad I decided to because it was very fun! I enjoyed working through the puzzles.
At the end of the game I’m not sure there’s something I missed. I’ll be vague with my question as to avoid spoilers: I went to spawn and through the door, am I supposed to do something on the final platform, or is that the end of the game?
Thanks! Jimmy made the bankers
Nope, there's no rotate button, I wanted the direction you build out your sewer to have strategic implications (i.e building south east will give you less room for rat pits and north west will give you less room for armouries); I also wanted players to have to think about leaving connection points open for future rounds, so they would have to do some long term planning in order to let them keep scaling their sewer efficiently.