Got here from Mastodon as well! I think my biggest issue was that I wasn’t sure what I was optimising for, and what the goal was. I also got stuck when I got the third planet. I think I had used up all the supply lines before I got to it, so everyone there died due to lack of water (which explains why I never got put in charge of an actual space program).
I think having a quick guide on how to optimise the delivery loops would be nice. I got the idea it’s a bit like Factorio-style games where the order/timing of delivery matters, but the third planet seems to be where that becomes more important since the orbit is huge.
I will give it another go when I have more time and see if I can get further now that I’ve failed!
I gave it another go, and I think I got the hang of it! I got to planet 5 and score/planet count 126 (not sure how to call the top left indicator).
From UI things, my biggest confusions were around which resources are the ones to supply, which ones are produced/stored. I always had to double check I am thinking of it properly.
I was thinking the orbits could use different colours/patterns, same for the delivery routes? The latter can blend into the other orbit’s colour. Since the routes change often it is hard to remember which ones are which, and where they’re going. Alternatively, they could be more gray and blending with the background until you hover over an orbit.
From gameplay standpoint it was quite funny, I realised I can see the game going in several different directions so it was hard to judge what’s missing while having those contradictory potential paths. I thought initially it’s going to be more of Factorio style optimisation of pipelines, but then I figured it could be more of a puzzle game, or even an idle game. So as a core it’s a cool idea and I like it how when you get access to planet 3 it dawns on you how many possibilities there are as the orbits increase. Just it also meant there are a lot of paths to take to evolve the prototype into different games, making it hard to say what’s missing/can be improved since a lot of the suggestions might be mutually exclusive. :)
I’ve got you followed so will keep an eye out! I’ve liked it so far that I can’t pin it down to a specific genre or eg. “it’s going to be just Factorio with orbits”, so it feels like it can be something novel. :)
Hello from mastodon! I think you have a solid concept here. I would like to see more info on what the different elements mean -- what do the people icons on the planet mean (waiting passengers or empty slots?) and in orbit (people waiting to transfer?) and what does the number on the bottom of the screen mean. Good luck!
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Got here from Mastodon as well! I think my biggest issue was that I wasn’t sure what I was optimising for, and what the goal was. I also got stuck when I got the third planet. I think I had used up all the supply lines before I got to it, so everyone there died due to lack of water (which explains why I never got put in charge of an actual space program).
I think having a quick guide on how to optimise the delivery loops would be nice. I got the idea it’s a bit like Factorio-style games where the order/timing of delivery matters, but the third planet seems to be where that becomes more important since the orbit is huge.
I will give it another go when I have more time and see if I can get further now that I’ve failed!
Thanks for trying it out and providing feedback 💜
A gentler introduction to the game is certainly missing, I will need to think about how best to do this.
I am curious about your further progress, too. When you make it farther, let me know how it went.
I gave it another go, and I think I got the hang of it! I got to planet 5 and score/planet count 126 (not sure how to call the top left indicator).
From UI things, my biggest confusions were around which resources are the ones to supply, which ones are produced/stored. I always had to double check I am thinking of it properly.
I was thinking the orbits could use different colours/patterns, same for the delivery routes? The latter can blend into the other orbit’s colour. Since the routes change often it is hard to remember which ones are which, and where they’re going. Alternatively, they could be more gray and blending with the background until you hover over an orbit.
From gameplay standpoint it was quite funny, I realised I can see the game going in several different directions so it was hard to judge what’s missing while having those contradictory potential paths. I thought initially it’s going to be more of Factorio style optimisation of pipelines, but then I figured it could be more of a puzzle game, or even an idle game. So as a core it’s a cool idea and I like it how when you get access to planet 3 it dawns on you how many possibilities there are as the orbits increase. Just it also meant there are a lot of paths to take to evolve the prototype into different games, making it hard to say what’s missing/can be improved since a lot of the suggestions might be mutually exclusive. :)
I’m glad you figured out how to advance :)
There are a lot of avenues to explore from here on. I will be experimenting with a few over the next week and see where it goes.
I’ve got you followed so will keep an eye out! I’ve liked it so far that I can’t pin it down to a specific genre or eg. “it’s going to be just Factorio with orbits”, so it feels like it can be something novel. :)
Hello from mastodon! I think you have a solid concept here. I would like to see more info on what the different elements mean -- what do the people icons on the planet mean (waiting passengers or empty slots?) and in orbit (people waiting to transfer?) and what does the number on the bottom of the screen mean. Good luck!
Thank you for the feedback! 💜 It is quite helpful to learn which parts of the interface players have trouble understanding.