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(+1)

Big fan, a few notes:

  • Phase 2 is essentially skippable, scaling needs adjustment here
  • Endgame gets a little slow
  • Phase 1 -> Phase 2 UI changes are a good start, but 2 -> 3 need some adjusting. If I can't use something in the next phase, I shouldn't have access to it
  • It's not immediately obvious that adding a new (compute/printer/etc) requires it to be printed, so I refreshed a number of times thinking the game didn't register the change before I realized it was going into the print queue.

Those are some great points, thanks for the feedback!
Endgame definitely needs some balancing tweaks, I might also still add some different/additional mechanics. And the pioneer probe is not needed in phase 3, I guess that is what you mean that isn't needed anymore?

  • Because of Phase 2 "skip", Pioneer and Cargo Probes are basically unused.
  • Hull Plating is entirely unused.
  • Am I supposed to continue upgrading processors/compute in Phase 3?


    Gotcha. My current idea is to lock the Von Neumann probe longer, so players have to go through phase 2 and scale up production more. Getting a lot of resources together to finally build the ultimate probe.

    For phase 3 I am not sure yet how to make the gameplay a bit more interesting, currently you basically only buy engineering upgrades to win the game. Any ideas what you would find interesting?

    Repeatable researches. This makes use of the compute mechanism, instead of letting the compute sit idle.

    Skill points. The player needs to decide where to allocate them, instead of simply buying everything affordable.