Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
(+2)

This game is astonishingly awesome!  Once one figures out a few preliminaries, gameplay is intuitive and yet difficult to master.

Some development observations, if you're still interested:

  • I second (third?) the requests to be able to destroy and/or move objects created by the player.  In particular, I find it frustrating when I do my best to position a slipgate or other space station only to find out an intended slipway to it just nicks a planet or barely fails to reach.  Building a slipway simultaneously when placing a space station (e.g. by clicking the space station button and then clicking and dragging from a planet) would resolve some of this.
  • I've also run into the problem (faced by others here) where large networks of slipgates fail to work as expected.  As noted, resources are distributed over networks according to the sequence of slipway creation, and as a result, the first planets and stations connected to the network tend to be oversupplied while everything else is starved.  This might be fixed if planets stopped accepting new resources once they've reached "rich", though I suspect resource allocation may need to be more subtle than that.  It might also help to prioritize more recently added slipways, but keep existing resource allocations in place.  An alternative is to limit the viability of slipgate network creation, e.g. by limiting the maximum network size to 2 or 3 slipgates, etc.
  • Another related issue I've spotted is that sometimes when connecting two planets such that the first needs X to produce more Y and the second needs Y to produce more X, neither sees an increase in production.  This only occurs when the planets are already connected to other slipways consuming their existing production.  Having connected the planets to each other first avoids the paradox.  Otherwise, such a system needs to be kickstarted (i.e. one of the planets needs to get resources from somewhere else) before it can work as expected (and even then, any slipgate networks they're connected to must not have dibs on their additional output).
  • Some techs increase the output of existing colonies, which may be immediately useful to their existing slipway connections, but the available resources are not properly displayed as being consumed until the next month.
  • Lastly, building a station at the extreme right edge of the map can result in its menu always being rendered off the edge of the screen.  This could be fixed if stations were restricted to being built within the same bounds as planets can occur, or if menus always rendered on screen (nudging to left, etc., as needed).

Thanks again for making such a great game.  I can't wait to see the PC version.  Please support Linux if you can, but I understand if that's infeasible.

Thank you for the detailed feedback. It's always appreciated, especially since many of the points apply to the upcoming PC version as well.

I'm building the engine of the PC version with the possibility of doing "undos" built-in from the very start. I also think I came up with a good UI solution for the slipway routing that would let you just drag exports from slipway to slipway - but we'll see how it works in practice. The "kickstarting" is "works as intended", but maybe not "works like it should". Will think about it when coding the new economy engine. The last two are bugs, but they're pretty minor - and at this moment I'm really focused on getting the PC version off the ground, so they might be left unfixed for a while.

I'm planning to have Linux build. Unity supports it, so it's only a question of a little extra elbow grease to get it done.