Hello! Here are some critiques I have for Planets For Sale:
1. I've seen others mention this, but I did notice the AuSome Exchange was not working.
2. This may not be a worthwhile critique since there's a lot of placeholder art and I'm not sure how much of this will make it into the final game, but the style across all the different art assets kind of clash. I think some of them are quite good, like the backgrounds for the planet or the planet selection menu, but the 2D assets (text, icons for buildings, etc.) don't seem to have a consistent style.
3. The tropey rogue-like events that pop up (i.e. we just found these batteries, here you go!) are fun, but I also wasn't expecting them nor was really sure when I was rolling for if they would pop up. I'm guessing that using logistics rolls for that chance, like moving forward on a game board? I think if using logistics communicated *moving time forward* better it would make the gameplay feel more cohesive.
4. Something happened after I finished the tutorial where the dialogue just stopped and it was a blank window. I kind of skipped through the dialogue leading up to this so I'm not sure what happened, but I had to restart the game to do an actual run.
Planets For Sale's gameplay is really solid. It's hard to find things to critique because all the UI worked so well and didn't give me any issues. I would say the game is too easy right now (I was able to breeze through things with the company building that lets you collect 20 minerals -> $300b(?)), but I don't really know if you've even started fine tuning for difficulty yet.
Interesting idea for a rogue-like. Looking forward to seeing how Planets For Sale evolves.