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Thanks a lot for playing and for the detailed feedback!

The sound criticism is totally fair. I definitely overdid some of the SFX volume/mixing, especially when multiple things happen at once. 

The invisible prerequisite generator in Level 6 definitely sounds like a bug, not intended behavior. The locked generators are supposed to become available only after the surrounding generators are active, but all prerequisite generators should always be visible and readable. I’ll look into that one specifically.

As for the “leave everything 90% repaired and tag them all at once” strategy: that was not explicitly intended, but it’s honestly a pretty clever  tactic. The intended loop was more about balancing repairs, enemy control, and routing between nodes, but I can see how the repair/break cycle becomes tedious and encourages that kind of optimization. That’s useful feedback for tuning the repair system and enemy pressure.

And thanks for the Kenney suggestion. I’ll definitely check those sci-fi packs next time; better audio mixing and sound selection is something I need to improve.