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Dyson Light's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun (Overall enjoyment) | #7 | 3.534 | 3.534 |
Balance (Speed of the game) | #10 | 3.247 | 3.247 |
Uniqueness (Originality of the game) | #11 | 3.740 | 3.740 |
Theme (How well it fit the jam) | #11 | 3.945 | 3.945 |
Ranked from 73 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This is a pretty solid game for a week's work, well done. There is a good amount of content here, though the pacing still felt a bit too slow. I like the grid idea for placing your various buildings/generators, it would be nice if there were some strategy to placement (e.g. buffs/debuffs for neighbouring buildings). As is, it just feels like more clicking to manage building upgrades than is really needed. The hot keys are much appreciated though, thank you!
Managing the power and building outputs works really well and the Workers system compliments it nicely. This would definitely be a great base for a bigger game, perhaps with different planets offering unique resources.
Really loved this game, and frankly I would love to see it polished a bit more and released as a full game.
The pacing was maybe slightly off, but overall as others have said it's not just a good game jam game but a good game on its own.
Overall fun and interesting, I've only found 1 exploit.
I want to first point out how on-topic the idea of virtual workers are, that's something I've never seen before. Nowadays we really do have tons of people working remotely where they can still have huge output and well.........take up only 1 square. Pretty clever mechanic :)
One thing I liked about this game is the pacing of upgrades. While I did play it fairly idle, what I mean by that is that I have time to look at and understand the research options and what they will do. Sometimes incrementals upgrades can get too hard to parse, but here I had time to understand them and make a clear decision on what I wanted to do.
The economy is well done. There is enough teeter tottering between which ones you need that you have to do the balancing act often, and that's engaging. I would've liked to see some more mechanics that forced me to reconsider my layout. I mostly just stuck to the layout I had since the beginning, with the exception of plopping down a server.
I ended up playing this one for a pretty long time, partially because the pacing is slow. I didn't mind this considering there are many other jam games to review in between upgrade sessions.
I was tempted to rate only 4 stars for balance on this game, because at times things got a bit slow where I felt like I just needed to wait and wait for key upgrades.
But that'd be unfair because the scope of this game is quite ambitious. With all the complex systems, sending resources between planets, assigning citizen bonuses to different resource sectors, etc., I can't expect the same fine tuning as a simpler game.
Really neat game, normally I have lower expectations for games created in jams, due to the deadlines, but this game is outstanding by a non-gamejam standard. Great work!