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Good job on this! You really fleshed out a lot of features here, there seems to be some real strategy to win. I appreciate the explanations at the beginning, otherwise I would have felt lost.

Perhaps a clear losing state would have been nice? I got to a point once where  I was out of money, and my infrastructure was in ruin. It seems I effectively lost, but the game just kept going. Maybe a set of conditions under which the game would just tell me I've lost would be a nice touch.

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Thank you for taking the time to play and your feedback.

I really toiled on this exact issue of a lose condition, and I think I backed myself into a corner. The game essentially exists in a state whereby if you have even one centrifuge, eventually you'll win. In fact, it's sort of tuned such that for the last part of the game the enemy sorties are quite substantial. So I found it quite hard to find a set of criteria that didn't exclude people who were genuinely on a path to victory. I suspect it's just a fundamental design flaw.

I really appreciate you taking the time to have a look through the tutorial, as I know it's not everyone's cup of tea, and it was added on the last day. And I'm really glad to hear it helped a little bit.

Thanks again for your time and feedback.

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just spitballing here, but maybe it would improve the game if the refineries could be destroyed. Like maybe when all of your infrastructure under repair, the invaders then go for the refineries. That way a losing state would be more clear. Refineries destroyed + defensive infrastructure down + having under $1m = lose

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Completely agree, I like that idea a lot. I think an actual tile based RTS with proper building and destruction would have likely worked much better, and have been far more clear to the player.

I was definitely under the cosh for time and just settled on predetermined routes and locations for the refineries and ship routes which of course ended up being quite limiting for the design.