We've updated to version 2.2 with some significant UI improvements, including many of the ones you mentioned.
Take a look! SpaceBus v2.2
Thanks for the feedback! We've improved the UI and added a tutorial for the next update, and have fixed the tool dropping bug . We may need to do some more tuning on how the engine power scales, but we also want it to get harder the more things break, so that the difficulty ramps up and the player feels like things are hard to keep under control.
Thanks for playing!
This is interesting! I had trouble figuring out the controls, and it wasn't until I came to the comments that I realized I just didn't understand the mechanics. I agree a tutorial would be really helpful. Fun game once I figured it out! Nice job!
Wow, this is such thorough feedback. Thank you! Thanks for sharing that link - that will be very helpful as we continue to balance this.
For the pipe breaking, there is a set number of pipes that will break during each wave/flight (it increases each flight). At the start of each flight, a random point in the duration of that wave is selected, and that's when the break is triggered. In the future, we might alter that so the same machine can't break twice in a row like that so that it doesn't feel like your repair is wasted.
For the SpaceBus Power bar, it wasn't explained super well in the jam version of the game, but it's a combination of thrust (% of working machines) vs weight (number of passengers) - so as more machines break, the energy will drop faster. But you can eject passengers to drop the weight below the thrust and make the SpaceBus power stop falling or start rising back up toward 100% again. In a future version, we'll make this relationship more clear.
This is a really funny twist on the clicker genre. It might need to trigger the AI cutscene a little sooner, because I almost gave up when I hit 100 and nothing happened. Although maybe I'm just too impatient. Nice work!
This is a really fun little game experience. I'm not sure if I found it more fun or frustrating, but it definitely takes me back to the days of trying to bend the dumb little worm-light to point at the screen. Nice job!
This is a really clever idea! It was tuned well so nothing ever felt too difficult. If the cars were much faster or if turning wasn't as precise, this would probably be a bit too tough. Great work!
Thanks for the feedback! Yeah, I've started to notice that as well. In our next update, we've changed it so duct tape is the default response if you don't have the correct tool. We've also considered expanding the level, but I think for now we're going to focus on balancing what we have and only add more if it feels necessary.
Thanks for playing!
Thank you for your detailed feedback! I definitely agree that as-is, it still needs some balancing. When I play for long enough, it's easy to get into a rhythm where you can stay ahead of the game and nothing really breaks. In the future we plan to add a few more things that can break, including possibly incorporating additional single-use tools, e.g. things will catch fire and you have to go get a Fire Extinguisher. Thanks again for taking the time to review and comment, and I hope you'll play the updated version when it gets released!
Good feedback, thank you! We have a system set up where during each flight/wave, there's a set number of pipes that will break. The number goes up for each flight, but the interval between the breaks is random. So sometimes all of the breaks will happen at the same time, although they're usually more spread out. I think preventing too many back-to-back breaks is something we'll try to tune out in the future. Thanks again!
Thanks for playing! Those 2 things are actually connected - we're planning to make this more clear in our next update. The power bar is based on the number of working machines compared to the weight of the passengers, so if you start losing power you can jettison passengers to slow down the bar and buy yourself some time.
Thanks for playing! We're updating the tutorial to be clearer in a release that we're going to push through after voting closes. Basically, if too many machines are broken, you lose power faster. You can jettison passengers to lighten your load and bring your engine power back up to give you more time to fix things.
We have SFX ready to go! We just didn't get to submit that version before the deadline. Thanks again for the feedback!