I went back after the stream and reached prestige. Gotta say - prestige is extremely disappointing, and not really worth the effort. Imo you should have another progression tree there, not just "pick one upgrade that is kinda meh".
Also - pilot camera is off-center, where only the head is visible. But a cute addition, most certainly welcome.
thanks brim! I will see if i can add another incremental wrinkle to prestige. ive made so alien relics carry over from loop which gives you +% yield per relic. will look into how cookie clicker does it.
It is very nice! Played it semi-actively until I had 1k ore/s. The only issue I had was the readablity of small/low contrast text, especially the prices of research,
I'm not sure the pirates fit the theme for me here. I'd rather have some megastucture building to strive towards, stellaris-like.
I ran this in the browser for about two hours while devving, I don't usually play idle or incremental games but the gameplay is compelling, and I liked checking it every now and then!
The visuals and UI are very nice, neat and polished, especially when zooming in and out.
Progression:
The very beginning of the game is a bit slow-paced. As you mentioned in the discord having manual mining unlocked at first would be good, since the goal of idle games is usually to stop needing to manually click. I never used the click to mine at the point I unlocked it
the midgame progresses too fast. Very quickly, miners, freighters, and maybe void harvesters once unlocked seemed like the only things that matter for income. The traders, pirates and drones get outscaled so fast
the endgame is very slow since there are almost no more asteroids to mine in any sector, and the persistent upgrades like cargo cap and ore value stop matter at some point because their cost is so much higher than the linear increase in value they provide. Engine speed, once fast enough, also doesn't matter. There were some performance lag towards the endgame.
Some of the one-off upgrades are a little odd:
I'm gated off by 100 traders which is weirdly extremely expensive to reach. I've fulfilled the other requirements many times over and I've unlocked everything else so I let it run for an half hour to get enough for 100 traders. The Trade Lobby upgrade itself once unlocked is only $150,000 to purchase which is about what I make in a second, whereas the 100th trader is something like 2 trillion. I think 50 or even fewer traders is a better point. Same for recruiters (100 miners). I didn't attempt the 200 miners/traders for biz school, which gates off a bunch of remaining stuff which I've fulfilled the other requirements for.
bugs
I prestiged once and the option was still there in the new game, I could endlessly keep prestiging
speed bonuses don't apply to my pirates?
I couldn't view the kawaii anime space girls. clicking on the neurofeed? blanks out the entire game for me, on firefox. refreshing fixes it
Looking forward to seeing what you do with the game!
You could probably guess i havent playtestet some of these upgrades and game cycles as much as i should have. I will tweak all of it, i did notice myself its possible to reach end game and not have a bunch of the upgrades.
question; do you think that is a problem, that all upgrades arent needed, or should the game be paced in a way that it should force the player to buy all upgrades to get to the end?
It should show how much ore sells for (I know you can calculate it yourself, but still).
When you click on a ship, there could be a little quote from them, like in an RTS. Click on a miner: "Yeah, what is it?" Click on a trader: "I've got to get this cargo moving, can't chat long." Could be a bit of a soul injection. Or maybe it's a thought instead, "I hate this job", etc, but hopefully you get the idea, a bit of personality.
Similarly, it would be nice to view stats about the ship when you click on it: total profit, total resource moved, time owned, etc. This might be an upgrade later on, IDK.
At HQ level 7 ish it felt like it started slowing down too much. I feel the progress should remain relatively quick for longer.
Swarm intelligence said it unlocked in the console, but I still can't buy it. Seems like I have the requirements.
Overall: got to HQ level 22 before I had to close the window (not a "leave shit on in the background" guy). Honestly, a pretty promising idle game, whatever my problems with the genre. I think the progress is much too slow at the start, and the non-idle features (manually clicking on asteroids, and picking up scavenger packs) should be unlocked way earlier, because later on there is less of a motivation to manually make money instead of just letting the profits roll in.
Comments
https://www.twitch.tv/videos/2766992416
I went back after the stream and reached prestige. Gotta say - prestige is extremely disappointing, and not really worth the effort. Imo you should have another progression tree there, not just "pick one upgrade that is kinda meh".
Also - pilot camera is off-center, where only the head is visible. But a cute addition, most certainly welcome.
Fantastic demo, please keep it up!
thanks brim!
I will see if i can add another incremental wrinkle to prestige. ive made so alien relics carry over from loop which gives you +% yield per relic. will look into how cookie clicker does it.
More or less do all the content, (Could'nt find the biz school upgrade)
Great game idler otherwise, also after first reset could'nt buy more than Five pirate ship.
It is very nice! Played it semi-actively until I had 1k ore/s. The only issue I had was the readablity of small/low contrast text, especially the prices of research,
I'm not sure the pirates fit the theme for me here. I'd rather have some megastucture building to strive towards, stellaris-like.
thanks :)
can you give me an example of mega structure? I havent played stellaris
A Dyson Sphere around the sun for example. Or an interstellar gateway. Or massive space stations of various use.
Got it, a resource sink in the end game to give purpose https://imgur.com/a/TeV1nC5
-UI is too big for the non fullscreen mode
-late spawn rate of asteroid is too small
-bug: after reset and using the +signal at start upgrade, miner can go up to signal 3
will tweak spawn rate.
for ui you can shrink it in the escape menu
I liked the game a lot. It was a fun experience.
I basically agree with most of what aeoriii said in his post.
Good job!
thank you :) will apply all the feedback from discord too
I ran this in the browser for about two hours while devving, I don't usually play idle or incremental games but the gameplay is compelling, and I liked checking it every now and then!
The visuals and UI are very nice, neat and polished, especially when zooming in and out.
Progression:
The very beginning of the game is a bit slow-paced. As you mentioned in the discord having manual mining unlocked at first would be good, since the goal of idle games is usually to stop needing to manually click. I never used the click to mine at the point I unlocked it
the midgame progresses too fast. Very quickly, miners, freighters, and maybe void harvesters once unlocked seemed like the only things that matter for income. The traders, pirates and drones get outscaled so fast
the endgame is very slow since there are almost no more asteroids to mine in any sector, and the persistent upgrades like cargo cap and ore value stop matter at some point because their cost is so much higher than the linear increase in value they provide. Engine speed, once fast enough, also doesn't matter. There were some performance lag towards the endgame.
Some of the one-off upgrades are a little odd:
I'm gated off by 100 traders which is weirdly extremely expensive to reach. I've fulfilled the other requirements many times over and I've unlocked everything else so I let it run for an half hour to get enough for 100 traders. The Trade Lobby upgrade itself once unlocked is only $150,000 to purchase which is about what I make in a second, whereas the 100th trader is something like 2 trillion. I think 50 or even fewer traders is a better point. Same for recruiters (100 miners). I didn't attempt the 200 miners/traders for biz school, which gates off a bunch of remaining stuff which I've fulfilled the other requirements for.
bugs
I prestiged once and the option was still there in the new game, I could endlessly keep prestiging
speed bonuses don't apply to my pirates?
I couldn't view the kawaii anime space girls. clicking on the neurofeed? blanks out the entire game for me, on firefox. refreshing fixes it
Looking forward to seeing what you do with the game!
All of this is great feedback, thank you so much.
You could probably guess i havent playtestet some of these upgrades and game cycles as much as i should have. I will tweak all of it, i did notice myself its possible to reach end game and not have a bunch of the upgrades.
question; do you think that is a problem, that all upgrades arent needed, or should the game be paced in a way that it should force the player to buy all upgrades to get to the end?
The basis are here, I would like to have more than circle for the space object, otherwise promising
art my weakness :(
you're right tho, maybe some satellites floating around. thanks!
Feedback in progress (we do a bit of idling):
It should show how much ore sells for (I know you can calculate it yourself, but still).
When you click on a ship, there could be a little quote from them, like in an RTS. Click on a miner: "Yeah, what is it?" Click on a trader: "I've got to get this cargo moving, can't chat long." Could be a bit of a soul injection. Or maybe it's a thought instead, "I hate this job", etc, but hopefully you get the idea, a bit of personality.
Similarly, it would be nice to view stats about the ship when you click on it: total profit, total resource moved, time owned, etc. This might be an upgrade later on, IDK.
At HQ level 7 ish it felt like it started slowing down too much. I feel the progress should remain relatively quick for longer.
Swarm intelligence said it unlocked in the console, but I still can't buy it. Seems like I have the requirements.
Overall: got to HQ level 22 before I had to close the window (not a "leave shit on in the background" guy). Honestly, a pretty promising idle game, whatever my problems with the genre. I think the progress is much too slow at the start, and the non-idle features (manually clicking on asteroids, and picking up scavenger packs) should be unlocked way earlier, because later on there is less of a motivation to manually make money instead of just letting the profits roll in.
thanks for playing and feedback, all good stuff and ideas :)
> It should show how much ore sells for
it does, under the sell button
> When you click on a ship, there could be a little quote from them
love it
for the rest: you're right i will look into the pacing for early game