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(2 edits) (+1)

Of course, I'm happy to provide follow-up thoughts!

I think adding another resource to manage in addition to the current three would be a better approach now that you mention it, yeah. I was mostly thinking about the generator because it was in the game as I currently saw it, but adding an extra thing would probably work better because the generator as it stands does have an interesting design. It necessitates some thought to how to interact with it. I.e: When its been a while since the generator went out you can stop running logs and preemptively go over to crank the generator. I had this work out a few times and it felt super rewarding.

My thought was mostly in terms of what youre doing when the generator isn't out, and the switch doesn't need to be flipped. It becomes a little flowcharty. You run logs until something happens, and I thought it would be cool to have two things to balance in those periods where youre just kind of maintaining the area so there can be more strategy to optimizing your routes.

I definitely agree that the resources deplete at a good rate, which keeps you busy, but not so much that you feel overwhelmed, so I think adding more would have to come at the expense of tweaking the others down to keep the current engagement level.

(+1)

Thanks for the follow up! 

Yeah, I think that all makes sense, I had a similar experience. There were one or two times where I had to focus on just the logs and felt like it would be helpful to crank the generator, but the rate of depletion and the refill to it feels like it is at a nice balance. Also, my girlfriend did the same thing and did really well with that, and I could not do that haha it did not work any time I tried, you both are better at the game than I am! Thanks again, that feedback is excellent!