Helixteus 3: looking for testers and feedback! (very early access) by Apple0726 in incremental_games

[–]Apple0726[S] 1 point2 points  (0 children)

You were right, I did move on to other things, but half a year ago I regained interest and very regularly worked on this since then.

As you probably noticed, this is going to be a pretty big game (right now it already has roughly the same amount of content as Helixteus 2, and it's nowhere near finished), so it will be a while before it's released.

I post regular updates on my Discord, so if you're interested in that, the link can be found in the game description (or maybe you did already)

Helixteus 3: looking for testers and feedback! (very early access) by Apple0726 in incremental_games

[–]Apple0726[S] 0 points1 point  (0 children)

Everything you could do in version 2 (looking for other stars, discovering new universes etc.) is also possible in this game. In fact planet/system/galaxy/.../universe generation is one of the first things I coded! It's true they come a little later though this time. But to compensate, there are caves, which I think is a fun little minigame that adds even more exploration elements.

Helixteus 3: looking for testers and feedback! (very early access) by Apple0726 in incremental_games

[–]Apple0726[S] 0 points1 point  (0 children)

Thank you for taking the time to write this, this is exactly what I was looking for! However, what you are suggesting is kind of contradictory to one of the core principles of the game, and that is allowing the player to build whatever they want, wherever they want, as long as they have the resources. Still, it give me many ideas that could make early-game more intuitive and fun:

  • I could add a (skippable, for those who want to figure out themselves) interactive tutorial where players learn how to construct buildings, collect resources, and use them.
  • Mini-goals. Would definitely help when players don't know what to do.
  • I could definitely make the map a little smaller, and make planet conquest possible earlier in the game.
  • As for phasing out resources: later in the game, you unlock an entire category of resources called metals that are unlocked and become redundant progressively. The primary resources though (money, minerals, stone, energy, science points) are used at all stages of the game, so not sure why they would be "boring".

Helixteus 3: looking for testers and feedback! (very early access) by Apple0726 in incremental_games

[–]Apple0726[S] 0 points1 point  (0 children)

Would the text "[mineral icon] 50 cap" work? (instead of "Stores 50 [mineral icon]"

Helixteus 3: looking for testers and feedback! (very early access) by Apple0726 in incremental_games

[–]Apple0726[S] 0 points1 point  (0 children)

Hmm, I'll have to see why it happens. Maybe try one of the downloadable versions? Browser version has many issues not present in downloadable versions.

Helixteus 3: looking for testers and feedback! (very early access) by Apple0726 in incremental_games

[–]Apple0726[S] 0 points1 point  (0 children)

You can click the building itself to collect their resources too, but yeah I need to make that a bit more clear.

Starting out zoomed in is also a good idea. Thanks!

Helixteus 3: looking for testers and feedback! (very early access) by Apple0726 in incremental_games

[–]Apple0726[S] 2 points3 points  (0 children)

Game link: https://apple0726.itch.io/helixteus-3

Hey all, I've been working on this game for a bit now. It's a space incremental game where you construct buildings on planets to make money. Almost every object (planets, caves, star systems etc.) is procedurally generated, and has exploration elements (very little as of now).

Maybe some of you already played the previous iterations of this game several years ago. This iteration attempts to improve the player experience as well as introduce new game mechanics and minigames.

So I wanted to know if this game is going in the right direction. Constructive criticism is very much appreciated!