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There seemed to be an issue with calculating the different values of the vectors. I spawned many of the  different ones, but they gave me next to nothing in the conversion. It was easier to simply create a shape at the cost of 1 and then continually throw the resulting shape back into the machine for a value of 10 for free. I created all of the machines but there was not a clear end goal. I let the timer run out just to see what would happen. A few pieces were lost to being flung through the wall that allowed the pieces to pass through. I enjoyed unlocking new things, but I was overall confused in the direction to go.

I appreciate the feedback.  The further along in the journal, the more verts the shape gives back, there are also rare shapes, like 2 triangles could make a septagon instead of a hexagon, which are worth more.  Since the basic shapes end up available in the store, I had to try to balance cost with sell price.  

Part of my design idea was that the player take on the role of a scientist and explore, research, and experiment which, understandably, might not be everyone's play style to be dropped into a scenario with limited information.  In case of frustration, there is an assessability menu.  There are also hints in the journal and on the papers on the floor around the most expensive machine.  Focus on the recipes with the stars and feed the 5 rare shapes on the papers into that machine.