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(+1)

Not time-based.

It's turn-based you don't need to rush, the reasoning for the time for each click is due to the fact that you get 3 tasks per person in your shelter, so as the population increases you gain more tasks so having a lower wait time gives you the ability to click more often on each and saves time, but you could take as long as you like per turn.
Hope this helps and you play it again without the rush... :)

(+1)

Thank you for clearing this up! I actually did go back to the game and this time I gave it about an hour or so before I died. Maybe I was doing something wrong but I think the resources that can't be collected through the clickables are a bit stingy with how it's determined if your scouts find anything or not. I kept getting attacked an my people were killed with it telling me to build walls, but I upgraded my walls every chance I got when I had the spare parts available (I think they were level 3). The funny coincidence is that I started getting a ton of spare parts when I had 1 civilian but no resources to be able to upgrade the walls again. I still think it's a good foundation, but I think there might be a bit too much waiting for things to accumulate before noticing any progress. And, as stated earlier, a bit more tweaking to the numbers. Good job once again though! It's very clear that you put a lot of time and thought into the development!

(+1)

yeah I need to do so much play testing and fine tuning of the variables, each wall upgrade reduces the chance of attacker getting through.

I think I need to increase the survivour intake rather than reduce the attack stats, I was planning on using the vault hatch as a detector and have enemy attack from each side taking damage on the walls to show the wall strength, but gamejam deadline lol

Yup, of course, completely understandable. Good luck going forward with this!