I really like the idea of a terminal-driven sim. The interface is clean and the music works well, but i did feel that there wasn't a lot of variety in the actions i ended up taking (I always just did whatever was needed to increase the lowest stat). Events did add some spice, but I would have loved to have more choices in regards to managing the colony, with some high risk/high reward options and the like. But for something done in two weeks, good job !
Viewing post in Outpost Equilibrium jam comments
First thing that comes to mind is to have actions that have a delay until you see the returns. For example, if you have an action 'Harvest asteroid' that gives you quite a bit of power, but only after three days have passed, you might then take a risk and let your energy levels drop waiting for it to complete. If some event then happens that makes you loose more energy than normal, you risk loosing. Another option is to add a chance of failure to some actions. You can also put usage limits on some actions, e.g. after having used the action you will need to wait a certain number of days before you can do it again, making it important to time your actions well. And of course, all of those can be combined in any way you like ;)