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Thanks a lot for your detailed feedback, this is very helpful!

I uploaded a patch  to address some of your remarks, they are fixed right now. The text boxes in the tutorial now have more vertical space and should be easier to read. Also, I fixed the resume button not working, and the mouse cursor should now scale at large resolutions.

For 5 and 6, I decided to increase the reveal range on the minimap, and to make the camera a bit smoother, adding also a tiny delay before it starts zooming back. These changes will be live in the next patch.

Regarding 2, 3 and 4, this is all very interesting. I agree there is too much info given too quickly, and I really like your suggestion of breaking things down by locking some features. This goes on par with feeling a bit directionless in the beginning, not knowing exactly what to work toward. Taking inspiration from your suggestion, I'm thinking about implementing a quest system that could serve the game progression, giving hints to what to do and unlocking new features as a reward of completing them. First goal could be to reach a certain amount of population, and it could allow to settle new cities. And then reaching another goal gives access to ship upgrades. And then another to buy travel permits. And another to upgrade buildings, etc. And then the tutorial is split into many fragments that trigger only wen relevant, splitting the information across a significantly longer period of time. This is quite some work so it will take a bit of time but I think this would be very beneficial to the game. This is my next priority!

As for the waypoint system, this is possible but I would be interested in knowing more about the underlying motivation. What do you think it would be helpful for? Is it more of a nice option or does it feel very much needed from a quality of life standpoint?

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A waypoint would be a small, I guess quality of life, feature. When I first got to learn my world, and wanted to travel to an island I saw had resources I needed, I tried clicking on it instinctively, to see if it would mark it, as that would prevent me from having to check the map if im on course.
It's not huge, and with the world size only takes travelling there once or twice to get it, but if you're planning on making a quest system, might be worth looking into it for the quests. But if you're making it for quests, might as well expose it to the player as well :)

I look forward to the quest system!

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I agree it could be a nice addition. I already have a waypoint system partly working because this project was more of a trading / taxi game in an early prototype, so being able to pin cities on the map and move easily towards them was a core aspect. So I guess I can bring this feature back, I'll see what I can do once I'm done with the quest system!

Hello! The waypoint system is now there! When you hover a settled place on the map, you can press a button (R by default, same as pinning items) to open a pin menu:



  • You can pin the marker on the map to emphasize it with a target circle
  • You can activate an arrow that shows in real time the direction while you move the ship
  • (maybe those two should be a single option, but I wasn't sure  so I kept them separated for now)
  • You can change the color of the marker pin and arrow
  • You can change the icon of the marker, either the default one that changes with the population count of the city, or any resource icon. I felt using a resource icon would be quite relevant as maybe you want to indicate what is the main production of a particular place
The arrows then look like that:

Let me know what you think about this waypoint system, I hope you will find it useful!