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It has some potential. Mechanics are simple and it's not a matter of gameplay tutorial, but the power mechanic scaling needs an in-world explanation to make it perfect, something like power grid load. Other flavor texts would be nice too, like selling power could be skimping out on lighting, and you could even make it affect the background art to let you directly see the result of your actions. With minimal effort additional flavor text could push it from doing semi-abstract actions to actual immersive storytelling.

I don't think the hover tooltips should have a delay. Time is critical when you first boot up the game and quickly try to learn all the resources and buildings. It doesn't bother after that initial stage though. Buildings could have their names always visible.

The game could scale really well with new mechanics since you can get away with anything as long as it's intuitive (anything business or industry related). It doesn't feel like there's much complexity right now so a greedy strategy works just fine.

I couldn't change the game mode in the options so I assumed only one was implemented, but it actually is random after booting it up again.

Thanks for playing and for the feedback. I'll definitely have to redo the initial learning part- you're not the first to mention that once you're in it's straight forward but I added an info dump right at the start.

Yeah, there's lot of mechanics I have in mind. It's harder to not just add all of them right away lol.

And sorry if the game mode could not be changed in the options. That's definitely a bug but I think it will have to be a "Won't Fix" because I've gotten more than enough feedback to remove that.