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Thanks for the comment - glad you've been having a good time!

  • Mortars: This is by design. The mortars are probably the strongest weapon in the game, so they need some downsides. We want them to be stupid but predictable. Also, players are rewarded for figuring out they should stagger them, or build forward turrets to kill trickles.
  • Bridges: We could maybe do this. Is it so that you can have two separate loops with roads that crossover but don't connect? Lava bridges we probably won't do. It's nice to have an obstacle that you can span with pylons but not roads.
  • Bug navigation: This is partially a technical limitation that we haven't worked around yet. At some point the bugs will be able to path to multiple points. They probably won't go out of their way to target your power though!
  • Map Editor: This is something we have planned. If we do go to Steam, we'd try ship with an editor and workshop integration.

Mortars: "Also, players are rewarded for figuring out they should stagger them, or build forward turrets to kill trickles." I agree that is what I ended up doing in the end. It feels like a bug that's why I reported it. 

Bridges: yes I'd like to have two separate loops that do not connect. Like a tritium loop, lava loop, ore loop, ... Putting multiple trucks on tracks with intersections end up them all following one loop. Or other shenanigans.

Trucks: would it be possible to make the trucks space themselves with an equal distance between each other gradually? It's annoying to have 3 consecutive trucks and only one being able to pick up some ore. Or to not get anything for a while and then everything in one go.

Roads: some feedback on how many trucks I need on a road for good efficiency would be fantastic. It's hard to know at the moment. It feels frustrating combined with how trucks space themselves.

Bug navigation, Map Editor: good to know that's by design and knowing you have more fun stuff planned. Hoping for a steam version. Best of luck!

Bridges: Thanks for the feedback!

Trucks: This is something we've been wondering how to solve. If you have a loop with no branches there's a bit of a timing component to how you place the garages, which I hate. Smarter AI is planned and will help in most other cases. Maybe trucks should recognise when they're in a loop and slow down a little? It'll be tricky to do.

Roads: We're gonna (slowly but surely) add more feedback to the UI. This case is hard to calculate though, so it's likely to always be left up to the player to feel and tweak it out.

Thanks again for playing!