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I played the game for a while (1d ingame), and reached 14k dps. I had quite some fun, and I also noticed some problems.

1. The storage limit mechanism doesn't interact with the rest of the game in a meaningful way. 

I suggest simply removing it. Even without storage limits, there are still many places to spend the money.

2. The pacing is way too slow. It's so slow, that it breaks a major part of game balance. 

At my current stage, it takes multiple hours to get anywhere, and it seems things will slow down even more as I progress. 

3. Manual mining is fun, but the game strongly discourages manual mining. This is mainly caused by the slow pacing. With things taking multiple hours to get anywhere, manual mining is simply irrelevant.

The game has quite some original designs, but they all depend on manual mining.

4. The weapons mechanism is interesting, but it's also affected by the balancing problem.

From what I see in the game, manual mining overrides fire rate by a constant (about 3/s), and by fast tapping space it can fire even faster. This makes slow firing weapons suitable for manual mining, and machine guns actually fire slower with manual.

For T2, Shotgun is good for manual mining, and still deals some dps for auto. Machine gun is optimal for auto but deals little damage in manual. 

Puncher is even more powerful on the paper. With green ammo, it has higher auto damage than machine gun. However, it costs a lot of power, which severely limits its use. Also, its AOE is hard to utilize in manual mining. Imagine a puncher bombing hard at a dense ore block, and all blocks below it is already empty. It's also more expensive than other T2 weapons, which means it's pretty impractical.

T3 introduces another choice: Charged shot. It has decent dmg for both auto and manual, and is the cheapest T3 weapon, but requires a pool of excess power to work properly. The same pool of excess power could be reused by multiple Chargers, so it's really powerful.

I really like the weapons balance of this game. However the slow pacing makes manual mining irrelevant, and most of this weapons balance goes out of the window.

5. Coolant seems useless. They are not worth their equipment slot.

T1 coolant only reduces heat by 10%, and I could simply just add another plating. T2 is 20% and faces the same problem. Maybe higher tier coolant could be useful.

I have 2 suggestions for this:

 a. Make all tiers of coolant more powerful, and nerf plating to compensate.

 b. Add a power cost to them. This will make coolant upgrade a more impactful choice.

6. Charged shot description says it depends on excess power in the rig.

However, the effect of excess power isn't continous. Increasing power is only useful if it crosses a certain threshold. These thresholds are currently hidden. I suggest the game should show these thresholds.