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(+2)

Really enjoying this. I enjoy the low res, but would like to see it upped a smidge. Would also like to be able to at least be able to bring gears over in setting up a new asteroid so I can boot-start it with a mine. Otherwise quite fun with space managing factory-like game. Haven't got to Tech 3 yet because I keep messing up and running out of resources when I get to the new asteroid, but it's nice that a new game, while you kept the window open, will keep the tech you had.


5/5

slightly higher res would make it look bit better quality, like reduce pixel size by half and factor the math to scale to same size.

Thanks so much, so glad you enjoyed it! I totally agree with the gear suggestion! I'll put that in the patch this Friday :P

The option to change the resolution shouldn't be too difficult either, I'll see what I can do! Thanks again for playing!

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I just learned that you can infinitely scan for more resources with the HQ node, not sure if intended but makes sense at least for the early version of the game. Why does the general scanner stop? If you already have a means of infinite resources from an asteroid, you should probably allow it to continue like the HQ, maybe reduce the payout by 1% or something each tick, and maybe the scanner is 50% or even 10% as effective as the HQ scan each tick sense it's automatic.


This isn't important or anything just kind of odd mechanic interaction.

It's definitely not a permanent solution, but I originally made the HQ scan infinite to solve a soft-lock where you could run out of resources before getting rocket tech. For other asteroids, the small meteors that hit them actually give them some scannable resources! I agree that it feels a little strange though. It's all still pretty temporary, I'll rework it in the future!

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there are certain cases that pumps aren't sending goods to factories, every time it seems to be an issue with the angle of the triangles from the pump to the factory


pumps seem a bit finicky and I would like a way to sort items through pumps. With the limited amount of work area putting two pumps next to each other pumping separate directions they still pull from each other. I don't think this interaction should happen, it makes sense it would, but I think pumps should pull from anything EXCEPT other pumps, UNLESS a pumps out is to another pump. This way it can allow for tight routing measures, sense your always working with limited space.



I think the best way to filter is a new pipe like a router, one resource goes one direction the rest goes the other and it has one input. This would be mainly for sorting the Silver from the Oxygen so you can pipe Silver to the Chip Factory and Oxygen for the Trade Platform. I know these probably are obvious ideas, it'd be a good T2 pipe tech optional next to the SI-O2 factory.


Would love to have a discussion on what is planned or already in the game. Would love to help, though my programming skills is kind of garbage.


I can see this being worth 10$ or 15$ on steam once it's polished and getting the second asteroid established doesn't feel like a juggle of unnecessary complications for the initial setup to get gold. Just kind of unintuitive right now. Research doesn't need to be made easier, just the ability to get the resources should be more accessible. Maybe get a mining drone that is a one-time use resource collector from another asteroid.



oh and finally, baddies kind of spell doom. Once they infest an asteroid what's the method to recapture it? I was just barely able to get turrets in time to only save my initial starting asteroid. A turret satellite would be pretty dope.

Thanks so much for the feedback! I love your idea of having a place to see what's planned, I'll try to get a roadmap up! At the very least, if it exists in another factory-building game, I'd like it to exist here too. That goes for filtered tubes, I just haven't finished them yet :P

Tubes are also very bare-bones at the moment. In your pictures, the Port and Pump are taking from each other endlessly. For now, you can fix this by making the Port into a Pump, but expect a massive tube rework soon! Also, your idea for a Router is actually exactly what I'm working on, I'm just trying to get the resource selection UI to make sense.

I also like your idea of a mining drone. I agree that I'd like to flesh out the expansion process overall to make it less convoluted.

There is a way to deal with the enemies on other asteroids, but it's in Tech 4. For now, just don't research Tech 3 Labs until you're ready to defend; the enemy doesn't spread until then :)

Thanks for bearing with these early versions and getting me some great feedback! <3

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maybe it's just based on the amount of research done though xD


Once you get familiar with what you need to do it's kind of easier to prep for the second asteroid though. It really should be tailored so that first-time playing can get to and make it feel fluid though.


I think the crystals should be kind of a later-game nemesis. You already have normal asteroids kind of saying hey you're going to need a defense to keep your base sustainable, but it's forgiving as you can just rebuild it. Maybe push the longer scan range to T3 Tech and have a near hit kind of warning of newer asteroid types to kind of prep the player. Maybe make it so they can only spread to new asteroids after they fully infest an asteroid.


I'm kind of thinking of it as a progression mechanic. T1 you're first setting up and learning the mechanics. T2 Discover your surroundings, allow interaction with other asteroids without being able to settle on them. T3 can be for settling and handling the development on other asteroids. You can set up a timer or something for the Crystals at T3. T4 is for dealing with how to purify the other asteroids. It does feel like they are rushed because you aren't prepared in any way for them.


I dunno just my opinion around toning it down in a thematic phase. It might be easier to think of what would be in each Tier of the tech tree this way also. Give something new to do in each step, but don't put too much new stuff all at once. People that want a challenge can speed run it all and people that like a relaxing game won't feel as pressured going at the pace they feel comfortable going.


You likely have much more planned out for the game than I'm probably capable of seeing. I'm only commenting on what I've been able to see of the game and the way it feels for me. Stuff like Lore or how it's packaged is kind of tough to see from the outside. Lore and thematics in my opinion is a great way to space interaction and events for the player to grasp what's going on step by step.

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OH! You're still on version 0.1.0, you should download the most recent update!

I really like your idea of thinking of the Tech levels in terms of stages. The crystals are DEFINITELY meant to be a late game thing, with the meteors being the earlier game equivalent, so I'll rebalance around those concepts!

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that was my bad, thought I did update it. I did think it was odd that build was still shown as 0.1 in game. It was giving me a file is still in use when I tried to delete the folder. Not sure what was hanging though. 0.1.1 might of fixed that though.


Game feels so much better.

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wanting to update some things I found while playing


T2 Tech randomly hangs while there is sufficient power for it saying Duration to be 000.0


Certain cases where you get a trade set up going requiring 100-200 O2 for each trade is kind of a monster amount, 60 felt like a comfortable amount. I get the premise, but this slows down the game and creates an unnecessary amount of silver in the process.


I started with 4 Rock/Gold asteroids near me while I was exploring out. Kind of bad RNG probably, but this kind of comes to question how your map generation is. Evenly distributing the Resource types is kind of important. You have 4 asteroid types, I believe, viable 8 though. Which is perfect to utilize the  Four colors theorem in map region marking. Ice... Ice.. where is the Ice?


I have accidentally turned my starting  Hub into a Relay multiple times now. This kind of brings the interesting point of safety measures to prevent such accidents. Configuring should do a check to make sure you have at least 1 other Hub/HQ before allowing you to change it to a relay.


Also would like to see a snap camera to the sun's axis. So that it be easy to see the best spots for solar panels early on. Maybe this would prove moot if you plan to implement rotation around the sun or stats to see the efficiency of solar panels.


I had Muted the game and put the computer to sleep and I am not getting sound after trying to unmute the game.


I plan to update you as I spend the next couple of days colonizing the system.

Glad that the game is starting to feel better! :D

Some of these things that you've found aren't actually bugs, but rather poorly explained mechanics (the lab duration and oxygen costs). I agree that the oxygen costs are getting WAY big, but it depends on the gravity of the asteroid you're launching from. You can always hover over a cost/stat to see the formula used to calculate it! Try that with the Tech 2 duration and see if you can figure it out :P

Asteroid gen is still very unbalanced, so I apologize for the bad RNG. Also, ice can be found in asteroids far from the sun. You might need to get some scan and launch range upgrades!

I'll fix the hub->relay issue in the next patch, sorry about that! There are some other things that I'll put safeguards on in the future too.

I have an idea for your solar efficiency problem, stay tuned :P

The mute issue I'll look into, but if it's an issue of the game running >24 hours, it won't be an issue when saving/loading is done.

Thanks for keeping me updated with stuff you find!