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(+1)

I think this is a great concept! The audio is a good fit and the terminal-style graphics are a nice touch. The gameplay does seem a bit lacking. Everything drained noticeably faster than I could refill it, and I only felt like I was delaying the inevitable. Systems sometimes went down even if they were replenished and there were no events.

This would be better if more strategy was involved. As others have said, I usually just chose to replenish the lowest system. You might also consider adding a limit to the number of events that can happen at the same time. Multiple times I had four occur in a single day. I’d love to see where you take this. Good work!

(+1)

I’ll add a few more things that you could implement:

  • You could try to apply the color tags immediately instead of having the typewriter effect type them out.
  • You could add some randomness to how much commands replenish a system (e.g. instead of always adding 20 power when using deploy_panels, you could add between 17 and 23).
  • You could add the ability to skip or speed up the typewriter during the game, not just in the introduction.
(+1)

Thanks for the constructive feedback. The goal of the game is very much delaying the inevitable. I should have made that more clear in the intro. There is daily resource decline outside of the events. The events are there to add variety to each run and I definitely agree that I would like to add more options for the player.