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0X800007D0

16
Posts
A member registered Jul 02, 2021

Recent community posts

How circumstantially useful it is is a factor for its placement in the tier list

I can't move the game window from the center of my screen, which for my perspective makes the game unplayable as an idle game. That aside, the art seems nice.

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The game has been working for me now. As you have denoted, it does get a bit buggy in the later levels past the final level 16 with cubes going off the conveyors, click and drag conveyors stops working, and cutter saws spinning with the wrong orientation (though that is just visually), but nothing that fully halts progress. Though, this was an older build.

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My comment disappeared?

Made a tier list, just cuz

The best lower score that I bothered to get to

I think the game would really benefit from an undo button.

Did you try stacking effects? I think once you get to an end board they are all solvable. 

I don't think the learning curve has to be so steep even with the UI as is. As long as the player is not required to have the movement finesse greater than basic orbital controls for the first few missions then the learning curve can be just fine.

I don't think I am to be able to maneuver better than the automated system, it is hard to judge the distance it will take to stop.

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This game has lots of promise, it is a shame that mission 1 is a literal brick wall in terms of difficulty. Demanding the player to have complete understanding of the enemy AI's movement logic in the first mission is a bit much.


[Edit]: Even after learning the orbiting controls it still feels like luck, as deterministic as it may be, if I even have a chance at beating the first mission.

For the balance of the game, it seems that a mix of anacondas and adders is the best with the Hades being the best hull.

As for features I hope that are included in future builds: setting the default stances on weapons before you enter a skirmish, formations, ordering your ship to turn on the spot, and ordering your ship to move with full forward thrust at all times during a maneuver. There are a number of QoL improvements in the menus that I hope will come as well.

Myrtle is quite the house of a card

Y was definitely the worst one for me

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Several of those already exist. 

0 could be two rotated c's with each one rotated in a different direction and two I's

1 could be a bent 7

2 could be an upside down U (or a turned C) and a doubly turned 7

3 should just be two horizontally flipped C's

4 could be a vertically flipped L and 2 I's and 1 rotated I

5 could be a rotated and flipped 2

 6 and 9 should just be O's with J's

 7 could be a bent doubly turned L

8 should just be two O's

* could be an upside-down V with 1 I and two rotated I's. Triangular  brackets should just be sideways V's. 

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I guess in contrast to a lot of people here,  I have had no errors on W7. The game is a nice afternoon distraction discovering how to make each letter. There are a number of QoL features that I like to see added like being able to select multiple factories and move them all at once and blue prints.

Some minor gripes, W's aren't upside-down M's, triangular brackets aren't sideways V's, and Z's aren't sideways N's.

If the dev's really wanted to, this game could be quite a bit more taking a lot of pages from shapez.io.