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A member registered 89 days ago · View creator page →

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Thanks! The system phase is still very random (besides many other problems), it might help to guarantee a minimum of resources.

Agree that the cost scaling is too aggressive, was already considering making it linear. But removing is also an interesting idea!

Gotcha. My current idea is to lock the Von Neumann probe longer, so players have to go through phase 2 and scale up production more. Getting a lot of resources together to finally build the ultimate probe.

For phase 3 I am not sure yet how to make the gameplay a bit more interesting, currently you basically only buy engineering upgrades to win the game. Any ideas what you would find interesting?

Those are some great points, thanks for the feedback!
Endgame definitely needs some balancing tweaks, I might also still add some different/additional mechanics. And the pioneer probe is not needed in phase 3, I guess that is what you mean that isn't needed anymore?

Congrats for making it through all three modes! Prestige mechanics are not really implemented yet, want to get the basic gameplay right first.

The research center bug is already fixed for the next update, there should be unlimited upgrades now. The carbon discovery is not triggered indeed, it should happen once you scan your first system with carbon, will take a look.

What did you think about the gameplay mechanics in the later stages of the game and the transitions between them?

Thanks for the feedback, I will make the tooltip more helpful in that regard!

Actually, you are right, it has the additional requirement of having discovered Carbon, but it is not showing it. Carbon only becomes available when you leave your home system and get resources from other systems. My debug jumps unlocks carbon too early. Will fix that is shown as requirement.

Seems to work on my side on first look, do you have attributed all CPUs to the research tracks in manufacturing by chance?

Thanks for playing, was a renaming bug, fixed now!