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(1 edit) (+1)

Incredibly cool world you've built. From very few elements you;ve built a pretty robust resource management system, and I in particular really like how the quest chains come together within regions, with completion opening up the map to bigger area and deeper content. Really cool game!

The pace of travel is very annoying though,  slow timers and frequently having to click accept on random things/do combat that is basically just choose the obvious best out of the 3 is a bit tedious, especially when you have to run across 6 or 7 settlements to get where you're trying to go.


Otherwise, really impressive!!

(+1)

Thanks! This entire jam concept inspired me to try this kind of theme for the first time.

And thanks for feedback, I had initially planned a combat system (created some sprites for units, in my initial vision the Crawler was just a transport vehicle and during a combat your scav squads would disembark and have a short real time combat), but then I hopelessly overscoped the project and had to cut content harshly, the combat system was the primary victim of that.

Speaking of that, I might add a speed-up option that lets you skip encounters and not wait for the timers. That travel system may have been a clunky decision. (or some auto-battle option where you just put in how much you value health over ammo, and it makes decisions based on that, unless the best ratio would kill you, etc.)

(+1)

Something like that would probably work, and maybe just popups for encountering +1 water instead of dialogues that stop the countdown, would go a long way. I think its cool to have tense travel between settlements, its just a bit stop start. And dont let the my criticisms of it get you down, its still a very cool game!