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Thank you very much for all your feedback and taking the time to actually play the game. It means a lot to me that someone spent more than two minutes of their time checking it out.

Id like to explain my reasons and issues with how speed function before, how it's handled now, and possibly the new changes. Speed was my initial big balance to figure out.  Speed was initially uncapped in the first version, mainly because of lack of testing, but after testing the game myself I realized that at a certain point of speed the game turned into a glowing ring with all colors blending into one. Interesting, but not quite visual appeasing for the game. My solution was to put a cap on the max speed, expecting that due to time restraints no one would ever reach that max. I was wrong and severely underestimated people. It was also a complete slip up on my part to not have fixed it trying to apply speed to a max Orbiter. This will also be fixed in the latest version. 

That being said, I already have several changes and fixes that were going to be implemented in the next update but thanks to your comment I will be further working out the issues you brought up. I think the next update will address these issues along with QoL improvements, with the following update being a content update. Thank you again for playing the game and providing feedback. 

I think conceptually you're on the right track with the game. So hope it works out. The biggest issue of most idle games is the lack of actual context/feedback of your progress. When it's just numbers, well, our brains can't actually contextualize numbers beyond a certain (quite low) point. Having the visual feedback of the circles gets around that, and gives that feedback our silly little dopamine addict brains craves.

But I do agree that a speed cap is needed (or you just get the same issue that revolution idle has, where the visual feedback goes away beyond a certain point). Though it does need to be clearly stated to the player that such a cap exists, and most likely make it so the speed button just straight up isn't clickable once you're capped, at the very least.

Then longer term you obviously would want more upgrades etc. to give the game a lot more play time. Because now, yeah, it's like a 10 minute game at most, give or take. I only spent longer because I was resetting to test the weird/buggy behavior. But it's an early build, so expect those to be later concerns to work on. One thing that I was kind of hoping for, but that wasn't the case. Was that the moon would actually rotate about the orbiters. Having some kind of effect on that orbiter. Because right now, the moons are basically just "orbiter 2, but with a variable orbit".