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Thank you for the feedback!

  • Yes, that’s implemented in the whole game in fact, but with only 6 prestige points, I removed it in the demo to streamline the gameplay and be sure to not have people second-guessing themselves when going to prestige, since these are expected to be short prestige/reset (5 minutes or so). Stacking prestige points would mean you will have way too many new rules to understand & exploit at once afterwards…
  • For the tooltips cut off, I suppose you talk about the prestige graph, but you can move the prestige scene with mouse/drag. I will make this more obvious
  • This is a big one, it seems I didn’t explain the generation correctly; You produce & harvest on all the squares you control, but each cycle is a 2-steps process where multiple pieces will produce on all the square they control, but then they will all harvest on these same squares they control. Each piece harvests everything that is available on the square after the production step.. Ok, still not clear. I need to find a way to make it clearer, or even maybe to separate steps visually in game.

Thanks for the explanations, 1 & 2 make sense. To be honest, the producing/harvesting mechanic sounds too complicated, personally I'd get rid of it and only produce.

(+1)

that's the whole point of the game and why/how it go up so not a good idea to get rid of it. But you can explain the mechanic simpler (i think at least) with the cell give number of pieces which control the cell * number of pieces who harvest it which is normally the same. And so the more you control one specific cell the more it produces. thinking with cell by cell seems better than specific pieces i think.

Sorry I missed this answer, thats a nice way to explain it indeed! I didn’t want to go as far as providing the formula behind, but if it ends up being clearer than a complex description, I might reconsider…