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Soeed

15
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1
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A member registered 70 days ago · View creator page →

Creator of

Recent community posts

Thank you for that feedback. You aredefinitely right about the text contrast.

The arrow colors designated the target type: planet or asteroid. For a small project like this, having the two types of resources org/inorg was overly complex. Planets and asteroids both give both types of resources, but asteroids award whichever resource is lacking the probe launch threshhold while planets are a 70/30% chance per harvest


The progress bar is a visual indicator of the score tick. The score text should have tweened to draw some attention to the change as well. I only added the progress bar so players would not question when the score would change. I'll definitely think on how to be make that more clear for future projects.

Thank you for the vod. That is a great help for real time playtesting.

Thank you again for the constructive feedback

This was great. Very well paced and meaningful upgrades. The trophy animation was superb as well

I thought the timer was broken until I read your comment about the real-time aspect of the game. I think that decision will cause negative reviews for a jam. It looks like there are some cool ideas there, but was unexplorable starting a couple minutes after the last "tick"

Fun idea. I did find myself fighting the ui though. for instance pushing a cell away and then trying to mitosis 6 times felt very slow with several clicks. Still enjoyed myself enough to cover half of the map.

and yeah, the Q key does give 1k for me too :)

Thank you for trying it!

I made the UI hints hide after a few seconds of user input, but they return after a few seconds of no input. I left these at a rather long 2seconds delay though :)

The achievements only appear on screen once, but are also listed on the info panel. With more time they would probably have appeared out of game on the main menu though. 

Thank you for the kind words!


The resource are just a 70/30 chance on harvest to receive your "matter per harvest" on each healthbar depletion. When you recieve enough resources to launch a probe, it does it automatically. Threshold is the x/30 numbers .

Each score tick lets a percentage of probes be successful in also harvesting and replicating. Unfortunately the score logic in practice just depends on the universe probe amount, and matrer harvest upgrade on restart is just exponent in the 10^x part of the score. so not well balanced at all.

Tip for anyone reading this, just farm the benevolece event to rapidly raise the mph to launch dozens of probes off the first asteroid.

For my first game, I am content to have just finished and submitted. These comments are the icing on the cake

I used the kenney.nl planets asset pack and layered 4 different parts files on top of each other. The I wrote a shader that simply multiplies a tint color. The scene script is set so that I can specify frames and colors, or go full dynamic within a hue range.

I really liked the art on your planets too. They had a ton of character

Thank you!

I definitely like your take exponential + space theme. It was fun to complete the dyson sphere.

The combat event took my by complete surprise. Much more depth to this one than initially appears. great job

This is a cool idea., I had to stop after getting the sword though because multi-swings caused windows to popup the enable sticky keys window. The I didn't see an option to remap that to something like click or ctrl.

I would second the shoot cooldown idea too!

So very fun. I couldn't understand the combine mechanic - it grayed out on first click.
But I loved being a walking overpowered blender!

I laughed at the Pumpkin workout joke. Very punny

Really enjoyed this one. The rubble explosions are so satisfying

Very fun. I liked the scene transitions a lot too.