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Cool concept. Gameplay wise, i feel that theres an inbalance of tension and management. Once i understood how the game works, it was fairly easy to keep all the bars full. It felt more like a click and drag sim than a management game, as my actions were limited more towards dragging the seeds and plants around than planning out my resources and growths. I feel that the game could be much more fun if the bars of ALL planets drained at the same time but at different rates, forcing you to micromanage each requirement instead of only needing to make a choice when you see one planet needing something.

Thank you for the feedback. Each planet will have stats and a set of seeds they will reject in the future, but at this stage, it was us learning how to make the growth times and events work. We ticked a lot off on what we wanted to learn in this game jam.  Hopefully we can improve the management aspect in the next update.