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A member registered May 10, 2023 · View creator page →

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Thanks for the article. Z is an interesting suggestion. I played it for a while. I have something similar on my concept pile. We'll see :-)

Great video! Thanks for the effort and and congratulations on completing the game with the second best ending :-) 

You can extract an additional battery from the mars robot. You need a mechanic to do that. The additional battery will increase the range of your rover/drone. You have to build a pump, several greenhouses and an o2 generator. Most stuff you have to build when the wreck already crashed. You have to recover a water filter and the o2 generator in the beginning. That will reduce the amount of o2/water you have to recover until the crash. And always speed up tasks by assigning multiple crew member. 

It's all about finding the most efficient order to get things done.  A better order can make a huge difference.

The rover is needed for the late game, once you've already established a camp and a steady supply of supplies. Then the goal is to maximize your mission rating. 

The rover is necessary to transport crew members to a specific location to complete certain tasks. To find the points of interest, the drone is very useful because it is faster than the rover.  But you can use both to unveil the map.

To use the rover or drone, you need at least one person to fly or pilot it (seat 1). Some tasks require a person with specific skills at one location, but it is recommended to have a pilot to drive or fly. So in this case, it's better to send two people with the rover (pilot + specialist).

I'm really glad you like it :-) Unfortunately, there's no way to skip the intro. I thought that wouldn't be a problem, since it's quite short.

Thank you for the video :-)

Thank you for the article :-)

They are both turnbased :-)

I don't know the Amiga as development platform, so I have no idea how long it would take. But a week seems not very realistic. Porting Devolution to MS-Dos took about two months - not working fulltime on it, of course. And that was a platform already knew.

Congratulations and thanks for the video :-) I already have a concept for a second game. Maybe next year :-)

Thanks for the link. I added a strategy guide to downloads. Hope that guide will answer all your remaining questions.

Glad you like the game :-) You can not remove radiation damage, but damage is only dealt as long as the crew is exposed to radiation. Check the camp stats before and after upgrading the shelter. Never heard of the game with the wilderness  you mentioned, but sounds interesting.

Goto task menu, select craft and then alter the task details to see what you can craft.

The ship always falls. Everyone can cure injuries, but that might hurt. A mechanic is a good choice to fill the second seat when inspecting the rover. Injuries cannot be prevented.

The puzzle part is to figure out what to do. The strategy part is to optimize the order of what you do. Finishing the game is not the only challenge as you might see later. Good luck :-)

The option is always available. You need someone with the right skill and some parts from the wreck. You are told whats needed when choosing the task (craft + detail = greenhouse). You also need at least one free energy slot (recover a solar collector) to activate it.

The game is over when the commander dies.

You get stars for certain exceptionel archivments. Losing crew members is not helpful :-) What do you mean with game over? "Talk to" improves mental health. SInce you can't produce oxygen, meditation is the only way to reduce consumption to build a stock necessary for expeditions. When strange things heappens check the mental health of your crew members. When somebody is in the last two states, strange things may happen. Arresting prevents someone with very low mental health from doing stupid things. Check you supplies after picking up the backpacks. Check the crew mental health after picking up the personal items. What the corpse is good for you might find out in the end :-)

A very spooky bug :-D

A campaign editor is rather unlikely. But perhaps a sequel next year :-)

Thank you :-)

Thank you for your feedback and of course for the video!

Thank you! We really appreciate that :-)

I have. Thank you very much :-)

Nice article :-)

Thank you very much for the video :-)

Thank you :-)

Thank you very much for your feedback :-) Unfortunately there is no space left. I thought about it, but since the issue didn't arise in countless hours of testing, I filled the space with a few extra simulator missions instead. I'll keep it in mind for next time.

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In the revised edition of the manual it is now referred to as damage. 

Example: You have a unit of 6 tanks. All are in good condition. Your entire unit takes 60 damage. The damage is now 60. Your unit is attacked again and takes 80 damage. 60 + 80 = 140. Every 100 points of damage, 1 vehicle is removed. 40 points of damage remain. So you think your damage has gone down, but that's just the overhang after offsetting 100 damages from the loss of a vehicle.

To give you an update regarding your question about the manual: the box will contain a revised version.

Thank you very much :-). I wrote the strategy guide yesterday very spontaneously because I realized that figuring out the core mechanics seems to be harder than I thought. I have already suggested to the publisher that they include the guide in the box. Perhaps even an extended one for all campaign missions.

We are always happy to receive all kinds of feedback. There is a contact address on our Website. You can find it here:

https://www.windigo-design.de/about.html

Hi, first of all thank you for taking the time to checking out our game :-) To clarify what you identified as a bug: Each unit consists of multiple vehicles. This is the number to the left below the unit (unit size). Unlike other games, it's not just kill or no kill. You can accumulate 100 damage (condition) before losing a vehicle. The remaining damage will be stored in condition. Example: Your unit has 6 vehicles. You take 280 damage. Now your unit has 4 vehicles left and 20% damage. The next vehicle is lost if the unit suffers at least 80 damage. This is explained in the Gunfight chapter of the guide. Maybe not detailed enough. There is even one unit type that can repair itself.

When you play the second map, it's important to merge those damaged units (see reorganisation in the manual). Units below a certain size do less damage.

Having no music ingame was a design decision. Game sessions of larger maps can last quite long, and after some time repeating music may become annoying. Additionally there is a lot of feedback sfx which doesn't work well with music. 

None of us is a native english speaker. We tried our best get a proper translation and used spellcheckers. Maybe we missed some errors. I checked the paragraph you mentioned. Can you explain to me what's wrong there? I didn't get it. Maybe you have other examples of errors you found?

We are very happy that you like it :-) Advance Wars and Battle Isle were indeed the inspiration for this game. We tried to combine the atmosphere of Battle Isle with the greater accessibility of Advanced Wars. I hope that worked a bit. 

The idea with the campaign editor is interesting, but complex and time-consuming. If there is real interest in it, we will consider it.

Thank you :-)

Great video!  A quick note: it looks like you're clicking twice on a unit to start an attack. That is not necessary. As soon as the targets are displayed, you can directly select them.

Thank you for featuring our game on your site!

Thank you for your nice feedback :-) Once you figured out the basic mechanics, the first campaign maps will become quite easy. Everything you need to know is described in the manual :-)

Burntime was actually an inspiration for the development of this game :-) We tested the game on real hardware running Ms-Dos and in Dosbox 0.74-3 without encountering such an issue. Maybe you can try it in classic Dosbox?

I checked the options to make an adjustment. Unfortunately, all of the adjustments that I would consider would not be possible to implement with reasonable effort. Therefore there will be no change here. In the future, we will pay more attention to readability on older monitors.

Thank you for helping to remove this bug :-) I already found some time today to test the fix and everthing looks fine to me. I made a new version and replaced the download file.

I would like to give you a quick update. I was able to reproduce the bug and to identify the problem. 

The reproduction is: You play with at least two human players. Human player 1 ends his turn on the move. An event occurs and human player 2 starts it's turn at a city. Human player 2 is stuck now. 

The bug appears with any event. There is no way to avoid that bug by adding computer players. The only chance to avoid it is to play without events of course.

I have created a fix and will release a new version the next days, after carefully testing the change.

The game has been tested on real hardware, but not everyone is using a CRT. I have one but it's not working properly anymore. So it's difficult to decide wheter a display problem is caused by bad hardware or bad visual design :-) It would be difficult to add such an option at this point. But i will consider it. Depends on how we handle the bug you reported.