Comments

Log in with itch.io to leave a comment.

Viewing most recent comments 207 to 210 of 210 · Previous page · First page

This is really good! It was nice to try and figure out how to manage the resources to do everything on time.

I managed to reach the end of the demo after 3 loops. Thank you, and I hope you’ll continue developing this!

(+1)

Absolutely love it!

Be cool if actions been sorted by group like food/water/air refill, deconstruction, movement...

Thanks!

I had planned to do groupings on the inventory in V0.2.0, but doing the same to actions would make sense so long as I can make decent "new actions available" indicators. It's already hard to tell sometimes.

You can hl new actions just with flag and hover to clear it. Like factorio new recipes.. For me it's far more comfortable than any animations and easily to do.

Yeah, that'd be my go-to. My only concern is when new actions are added to the bottom of the list, but you're scrolled to the top... I'll play around with some UIs when I get there and see what works.

May be add new actions counter? I thought it's simplest solution. May be isn't so elegant, but useful.  (Especially in games where old actions don't disappear but still moved to archive part)

Oooh, yes. That works. Just a little indicator on the Actions title for 'X new' so long as there are any. Thanks!

Even just keeping the highlight until it's been moused over - but it doesn't seem like a particular issue when mistakes and looking around how to do things better is part of the game anyway

This is very well put together, and you did a great job of making a puzzle out of the timing.  I'd love to see more of it.  I think the only thing I'd really like to see in terms of quality of life is some kind of post-loop breakdown so I can know exactly how my skills translated into the permanent upgrades.  Aside from that, yeah, this was a lot of fun, and I look forward to updates.

Thank you for the kind words!

I did have plans for a post-loop breakdown, but ended up pushing it back to v0.2.0. Other than a bugfix update in the next few days, I plan to take a break by working on a different game for a short time before I decede whether or not to start on a content update for this. Really glad you enjoyed it though.

Neat game! Seems pretty interesting so far ( I got back to the derelict ship for the second life), but you probably shouldn't have the option to skip the derelict ship still available once you arrive at it.

Also, it's pretty easy to soft-lock yourself in the first run by removing the food coupler before you finish fixing the ship, at which point you have to start over from the beginning because you won't have the food to get to the ship. 


Overall, a fun game though! I'll be excited to see it become a full game, if you continue working on it.

Thanks for finding that bug with skipping the derelict - the requirements for when the actions do/don't appear get pretty tangled at times, so it's easy to miss edge cases like that. I've added it to a list for a bugfix update that I'll aim to do in the next few days.

Unsure if I'll change the food coupler though. I do want it to be entirely possible for people to lose their first run if they're not paying attention, but the food coupler may be an overly punishing one... I'll have to think on it.

Thanks for your comment!

Viewing most recent comments 207 to 210 of 210 · Previous page · First page