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Precism

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A member registered Nov 24, 2017 · View creator page →

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I will after I get into my BIOS and change some stuff so I can run a vm properly

Thanks for giving it a try, and yeah the whole "what if it mattered where you put things in Spore" thought was a big inspiration early on. I really need to work on the tutorial side of things after rushing out the short intro. As well as what I mentioned in my other comment about being overly acquainted with some aspects of the game that are totally unclear if you're seeing them for the first time.

The maps are procedural and don't save if you exit/return, but I do have something that might make levels persistent if I can get it to work.

And sawing away without enough energy could end your run the way it's set up now, another thing to add to the tutorial. I did have an exact number display for the welder's energy cost, but found myself sitting there waiting for it to reach 50. I really want to disincentivize sitting and waiting in any way. Might need to reevaluate how mid-level editing works.

As for the black screen, I think that happens if you minimize the game while the level is generating, I have to find a workaround for that.

Thank you, these are some good insights! Realizing there's a lot of things like the thruster direction and the testhall exit that I'm so acquainted with that I'm a little blind to how unclear they could be. The wiper and laser were accidentally left in the shop from a test too lol. Will probably disable grid snapping while diagonal since there's no way I know of for parts to line up properly anyway.

And I do want it to start out biasing towards "too difficult" and then let the player upgrade their starting stats/parts/starter money accordingly, but right now the upgrades system is too easy to miss or forget, being on the title menu.

This happens when you don't have DirectX installed I'm pretty sure