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(+2)

Very good demo so far! I think the framework is great.

There are some balancing issue with the current recipes, like each radar uncovering significantly less water than is needed to power it, making steam engines pretty much useless after the initial water has been used up, but for a demo it works well enough and it seems you are planning to rework the recipes so it shouldn't matter.

Currently the game starts to significantly slow down once you get into the thousands of machines, I think at the start simulating each machine individually is great but after 100 or so machines in one production line it could just switch over to a simplified input output calculation in the background instead, without any difference to the user, which should allow basically infinite scaling and I think that's always one of the best parts of these sort of games.

(2 edits) (+1)

Yeah the recipes will change and there will be bonuses and a prestige mechanic so theoretically you wouldnt need to get into those numbers. But yes, performance ugh XD A hybrid approach might be a good idea!

About the radars/power: So steam engines are not completely irrelevant as they can give you a slight boost in energy that the radars eat. Steam engines produce way more than solar panels per unit so you can increase power production every time you get 120 radars for 12/s water. yes its not much but 1 steam engine powers 9 while you need at least 2 solar panels for 1. In my current game i have 21.34k solar and 144 steam engines for 9.31Mj/s and 4.47k radars.

Thanks for playing, keep an eye out for future updates!