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Seems like a very cool game, the ship building mechanics seem tight and the microscopic presentation is neat. Did you take inspiration from Spore? 

I made a little bot that can move around in any direction, which took some trial and error since it's not obvious which way the thrusters fire from the sprite. I wandered around the map for a long time, as it took me forever to find out I was supposed to go into the tunnel thing at the center of the map. I found a pink chest but had no clue what to do with it, then I died to enemies since I had no way to defend myself.

Trying again with the same setup, are the maps procgen? This looks different. The same thing happened, I don't understand what I'm supposed to be doing.

I've now discovered you can scroll in the shop, oops. I made a ship with a cannon, which was working until I stopped to pick up some parts. I don't know what I did, but I got permanently stuck without enough energy to use the welder, so I had to restart. It would be nice if you could see how much energy you have numerically instead of just a bar, that way you know if you'll be soft-locking yourself or not if you saw stuff off.

It's really cool that you can deflect projectiles with the cannon. I finally made it to the second stage, got my shit wrecked. Game crashed shortly afterwards with an error message saying "bongbing". Wait, it didn't crash, but I'm stuck in a black void.


This happened again after playing some more.

It's a very brutal game, which I like. It got fun after the initial hurdles induced by a lack of tutorialization. Honestly, one of my favorite demos I've played from the DDs I've participated in. Well done, looking forward to more.

Thanks for giving it a try, and yeah the whole "what if it mattered where you put things in Spore" thought was a big inspiration early on. I really need to work on the tutorial side of things after rushing out the short intro. As well as what I mentioned in my other comment about being overly acquainted with some aspects of the game that are totally unclear if you're seeing them for the first time.

The maps are procedural and don't save if you exit/return, but I do have something that might make levels persistent if I can get it to work.

And sawing away without enough energy could end your run the way it's set up now, another thing to add to the tutorial. I did have an exact number display for the welder's energy cost, but found myself sitting there waiting for it to reach 50. I really want to disincentivize sitting and waiting in any way. Might need to reevaluate how mid-level editing works.

As for the black screen, I think that happens if you minimize the game while the level is generating, I have to find a workaround for that.