This version unfortunately has very bad resource distribution. You will eventually find volatinium, but it might take a couple of sectors.
I will roll out a major update soon which will address the issue.
Interesting game! Definitely fun!
At first my reaction was that it was not interesting enough. Like there were no real strategic decisions to make. (note that I never play these kind of games).
Then, when I hit "prestige 1", I became hooked. Wow what I did before is now done super easily. Gives you a big kick. I like it. I see the appeal now. :)
Good implementation. Good UI. Good job.
Fun game! Very polished, there were no bugs as far as I could tell. I died on my first run on wave 2, but maybe it was just bad play.
It is fun to figure out the crafting recipes and discover the new items and places. Some ideas and suggestions:
- Maybe the items from "T2" places could benefit from crafting recipes as well?
- I think the game would definitely benefit from a highscore / leaderboard system. Like keep scaling the monsters higher and higher, and have a leaderboard of players and their setups, see who can last the longest. Would cater to people who like optimizing the builds. I was for example wondering if I should craft lots of boats to benefit from the knockback, but then I already won the game once I discovered all the recipes. So for now it seems like your build does not really matter too much, as long as you give your guys the right attribute items.
- I like sacrificing stuff
- Maybe the placement of your heros could be more dynamic? Instead of just two rows? Not sure - it becomes a lot like a classic tower defense game.
Thanks! Congrats on beating hard mode!
The unintentional buying is definitely a topic I will adress in an upcoming update. Locking is a planned feature.
Missing power is also a recurring topic. I think it might get solved with a larger buildign variety, but will have to look at it closely.
Automatic belt adjustments is also planned.
Cheers!