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Space Overlord

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A member registered 19 days ago · View creator page →

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Recent community posts

tnx, gl 2 u too

Game is live! If you run into bugs, please report them here.

What to include:

  • What happened (describe the bug)
  • What you were doing / which screen or level
  • Device/browser (mobile/desktop, which one)
  • Any error message or screenshot if possible
  • Or anything else you consider helpful identifying the bug

Thanks a ton - every report helps make it better!

Hi Swonvee,

I’m sorry to hear you couldn’t enjoy the game. As Fenec250 suggested, I will add a feature that simulates clicks in the next version, but most likely such an upgrade will be added in later stages of the game, so initially you will have to click - this is a clicker game, after all.

I find your comment to be humorous, but I have to say the following in any case: If you’re not joking and are underaged, please do not play this type of games!

Hi Fenec250, thanks for your feedback!

The Stardust progression stops after we reach roughly 50% of Terra Nova, when we buy the third Singularity Cannon. At lower tiers that would be when we save up for the next tier, but there is nothing beyond the Singularity Cannon, every upgrade after that is a linear gain for exponential cost. You buy the 3rd cannon around 50% of Terra Nova, then you finish that planet before the next can be bought.

Fair point. I’ll consider tweaking existing upgrades or adding new ones. The main issue is Nova Serena’s story progression—it shouldn’t happen too fast, at least not on the first run.

After that, Pyralis is a pure grind. You only double your speed over the course of its conquest, a far cry from the ~4000x growth during Terra Nova.

I’m aware of this and working on adding power upgrades every 10 levels or so.

The Kickstart Ascension bonus is quite bad. After a few Infusion bonuses the start is so fast that the Kickstart doesn’t matter. The first point lets you buy an Orbital Laser, I didn’t upgrade it any more.

I’ll increase its bonus, but I’ll also raise its cost.

A common quality of life improvement in modern clicker games is to simulate clicks when the player holds down the mouse button over the clickable area.

Great idea! I’ll add this feature and include upgrades for faster clicking rate and longer hold duration.

Just released my first game!

It’s still early and rough — looking for honest feedback:

What’s fun or engaging? What’s confusing or broken? Any bugs you hit? What should I focus on next?

Thanks for any thoughts!