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A Hyper Nova

13
Posts
A member registered 26 days ago

Recent community posts

I want to recommend putting a "turn amount" and undo action button. That'll make a lot of puzzle nerds very invested in the game

It takes a while for automation to get unlocked so the early game can feel like a slog. and the end game lacks some upgrades so it's just petting your chickens until you can afford retirement.

I suggest expanding the upgrade tree a little bit 

to extend the gameplay you could have an upgrade where you zoom out the level and blow up larger rocks, like those hungry games 

one major issue is that all of the transports end up fighting over the same far away node while the close one is full, and because of this most of the transport upgrades are kinda moot as the main bottle neck is just filling them up. A third node or being able to assign transports to a specific node would help this. 

Oh I did that, but resources still trickled in. I couldn't get any copper bars or any more water. I was stuck at 2 water for the entire game despite having 2 wells

(1 edit)

1st not sure if the scouting party upgrade does anything

2nd resources produced by the base seems a bit vague, Nothing seems to be making no matter how many things I place down. It would be nice to have a bit more control and priority on stuff to be made


Playing on firefox

1. it would be nice if the keybind/controls were shown on the bottom left of the screen.


2. the ship doesn't move or fall fast enough for precise platforming 


3. when you die all of the doors reset, so I got to a point where the mech suit got locked behind a previously opened door 

(1 edit)

1st: It would be nice if the music was muffled/changed when in the shop and research window to indicate the game is paused

2nd: some upgrades straight up don't work, the auto fire for the main gun and the global turret range from the radar don't appear to be working. Either that or they're explained very poorly. 

3rd. Remove a lot of the upgrades levels from the research tree. Not only would it make balancing easier it would also make each upgrade feel a lot more substantial

4. the jumping zombie hitbox feels a bit off  


5th. some boss/mega zombies would provide a good challenge 

Some of the mechanics are kind of vague. It took a while before I figured out that the cursor collects loose ore. And I didn't even know that you can scroll down, I was waiting for the screen to auto transition.


I recommend a tooltip or some kind of explanation for what the cursor does. And have it so that your can scroll down slowly between levels rather than hard flipping between them. And make each level just a tad bigger than your screen so you have to scroll to see the bottom in the first place. This would teach players that you can scroll from the get go, and maybe have an arrow appear pointing down to the next level once the drones break through. 

There is a lot of waiting in this game, either needs more automation or more interactive elements early on to hold people's attention 

Good game, would be nice if there was an upgrade that make an arrow which direction the base is. As at the end game it can be hard to tell which way the base is. 

I think the difficulty should increase with the amount of steps accumulated. Because I got to the point where I can keep my humanity and blood over 18 without any problems. After 200 steps it just became me shoving my card up without thinking too much.  

I want to recommend making the rocket ability active/manual and aimed on your cursor. That way you can use it tactfully on large clumps, then maybe have an upgrade later where you can switch it to automatic.