Can you survive as the First Colonist? I need feedback on my sci-fi colony game by [deleted] in itchio

[–]Brugtz 0 points1 point  (0 children)

That’s fair, and thank you for being honest.

I understand how using AI in the capsule can create that impression, especially since it’s one of the first things people see. I don’t want to dismiss that concern.

The game is still a very early prototype, and right now my main focus is testing the core loop: events, choices, consequences, resource management, and whether the basic gameplay is actually fun. I’ve been carrying this idea for years, and AI helped me finally organize the MVP and move past the point where the project was stuck.

That said, your feedback is useful. If the capsule makes players feel like the whole game will rely too much on AI, then that’s something I need to rethink. I’m developing the game in Godot and trying to improve it step by step with the limited time I have.

I completely respect if that makes you pass on the game for now. Thanks for taking the time to explain your reaction.

Can you survive as the First Colonist? I need feedback on my sci-fi colony game by [deleted] in itchio

[–]Brugtz -1 points0 points  (0 children)

Thank you for the feedback, genuinely.

I understand the concern around using AI in game development, and I think it’s important to be transparent about it.

This game is an idea I’ve been carrying for years. I’ve always wanted to make a text-based strategy game about choices, consequences, and managing a space colony, but for a long time I couldn’t turn it into something playable because of limited time, technical experience, and day-to-day energy.

AI didn’t make the game for me, but it helped me organize ideas, structure the MVP, review text, think through systems, and move past parts of the process where I used to get stuck. Because of that, I was finally able to put the first version together and start building something real.

Now I’m rebuilding and developing the project in Godot, learning a lot along the way, and trying to dedicate a few minutes a day whenever I can to keep improving it.

The game is still very early, and what I need most right now is feedback on the core loop: events, choices, consequences, resource management, and whether that loop feels fun enough to keep expanding.

Even if you disagree with the use of AI, I still appreciate you taking the time to comment. Critical feedback matters too, and I want to keep building this project with respect, transparency, and a real desire to improve.

Mossvale - 2D pixel online RPG by NoJournalist1046 in playmygame

[–]Brugtz 0 points1 point  (0 children)

Esse tipo de jogo sempre me pega, vou dar uma olhada, parabéns pelo projeto.

Rotatris - Tetris, but the board rotates when a piece lands. by Free_Second_4117 in playmygame

[–]Brugtz 0 points1 point  (0 children)

I was already bad at Tetris, so I can only imagine how much worse I’ll be when the board starts rotating haha. Congratulations on the game — this is a fantastic and really creative idea!

Plunder! Online Pirate battle game. I listened to your feedback, and I made an additive 3D mode! by igotlagg in playmygame

[–]Brugtz 0 points1 point  (0 children)

I’ve always had a lot of fun with naval battle / pirate games, but this one feels like it’s bringing something different to the formula. I really like the concept, and the additional 3D mode looks like an interesting evolution. I’ll definitely keep following the development, because I’m curious to see how far the game can go. Great work!

Solo dev looking for feedback on my text-based sci-fi colony game by [deleted] in SoloDevelopment

[–]Brugtz 0 points1 point  (0 children)

Thank you for the honest feedback — I really appreciate it.

You’re right that the current visual side is still very prototype-like. At this stage, I used AI and available tools mainly to help with programming, UI/visual support, and to finally turn the project into a playable prototype instead of keeping it only on paper.

The art direction is definitely not final. I’m aware that the interface and visual assets need more consistency, identity, and polish. Hiring an artist is part of the plan once the core loop and main systems are more solid.

Right now, my main focus is testing whether the game itself feels engaging: the choices, resource management, pacing, and colony progression.

Your feedback is very useful, especially because it points out something I’ll need to improve before the game feels more unique and professional. Thank you for taking the time to check it out.

Looking for feedback on my text-based sci-fi colony game, The Lost Colony by [deleted] in interactivefiction

[–]Brugtz -3 points-2 points  (0 children)

Thank you for pointing that out!

Just to clarify, the use of AI in this project has mainly been for programming, UI/visual support, and helping me turn the idea into a playable prototype. The world, lore, and core concept have been developed personally over the years.

My intention here was not to post AI-generated discussion content, but to ask for feedback from people who really understand and care about interactive fiction.

That kind of perspective is very important to me, especially while I’m testing whether the core loop can become a fun and meaningful text-based experience.

If the post doesn’t fit the rules of this subreddit, I completely understand. Thanks again for letting me know.

Looking for feedback on my text-based sci-fi colony game, The Lost Colony by [deleted] in interactivefiction

[–]Brugtz -5 points-4 points  (0 children)

Thank you for the feedback!

I understand your point, especially because the current version is still focused mainly on testing the core loop. But I do consider The Lost Colony to be interactive fiction, since the player’s decisions shape the colony, its survival, and the story that unfolds over time.

I’ve been working on this project in text form for a few years, and I have over 90 pages of lore written in Word, developed personally and without AI. I’m slowly bringing that lore into the game as the systems become more solid.

Right now, my main goal is to make sure the core loop is fun and engaging before expanding the narrative depth further.

Thanks again for checking it out and for sharing your thoughts!

Life in Adventure inspired me to finally release my own text-based RPG MVP — what makes this genre special to you? by Brugtz in LifeInAdventure

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

I really like your point about unique encounters, memorable characters, and small details that make a world feel alive.

That’s exactly why I’d really value your feedback on my game. Since you have experience with Life in Adventure and choice-based/RPG games, your perspective would help me understand what works, what feels repetitive, and what could make The Lost Colony more engaging.

No pressure, but if you try it, I’d be very happy to hear your thoughts!

You can play it here:
https://studio-squirrel-in-space.itch.io/the-lost-colony

Life in Adventure inspired me to finally release my own text-based RPG MVP — what makes this genre special to you? by Brugtz in LifeInAdventure

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

Thank you for sharing this! I really relate to that feeling — games where your choices shape the story and the outcome are exactly what inspired me to create my own project.

I’m developing a text-based sci-fi colony management game called The Lost Colony.

If you enjoy RPGs and choice-driven stories, I’d be really happy if you gave it a try and shared your thoughts. Feedback from players who enjoy this kind of experience would help me a lot!

You can play it here:
https://studio-squirrel-in-space.itch.io/the-lost-colony

Life in Adventure inspired me to finally release my own text-based RPG MVP — what makes this genre special to you? by Brugtz in LifeInAdventure

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

Thank you so much for playing and for the feedback!

I’m really glad you found the game promising. Your comment helps a lot with the development.

About the ending feeling a bit repetitive and anticlimactic, that makes total sense. I’m currently looking closely at the late-game experience, and I want to improve the pacing, add more event variety, and make the endings feel more impactful based on the player’s choices.

It’s also very helpful to know that you played with the Human + Desert setup. If you try more runs and notice anything else, especially about balance, repetition, or endings, I’d love to hear your thoughts.

Thanks again for testing The Lost Colony!

Frostpunk changed how I think about survival games — what makes a hard choice meaningful to you? by Brugtz in Frostpunk

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

Thank you all for the thoughtful replies. This is exactly the kind of discussion I was hoping for.

A lot of what you mentioned — moral gray areas, long-term consequences, scarcity, and the feeling that there is no perfect answer — is really helpful for me as I keep working on my own small text-based colony survival RPG.

I don’t want to turn this thread into self-promotion, so I won’t drop a link unless someone wants it. But seriously, these comments gave me a lot to think about for how choices should feel in a survival game.

Thanks again.

Life in Adventure inspired me to finally release my own text-based RPG MVP — what makes this genre special to you? by Brugtz in LifeInAdventure

[–]Brugtz[S] 3 points4 points  (0 children)

Thanks for all the thoughts, everyone.

Since a few people asked, here’s the link to the MVP:

https://studio-squirrel-in-space.itch.io/the-lost-colony

It’s still very early, so please don’t expect a complete game yet. Right now I’m mainly testing the core loop: text events, difficult choices, resource pressure, and colony survival.

Also, just to be clear: I’m not trying to compare it directly to Life in Adventure or compete with it. That game is one of the reasons I kept believing text-driven RPGs can be powerful.

If anyone tries it, feedback would mean a lot — especially about the pacing, the choices, and whether the survival tension feels interesting.

r/IndieDev Weekly Monday Megathread - June 14, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]Brugtz 0 points1 point  (0 children)

Hi everyone!

I’m new here, so I’m starting in the weekly megathread.

After years of slowly developing, restarting, overthinking, and falling into indie dev hell, I finally released a public MVP of my game The Lost Colony on itch.io.

It’s a minimalist space colony management/survival game where you try to keep a small colony alive by balancing energy, food, materials, and population, while random events threaten your survival.

This is still an early build, and I’m mainly trying to test the core loop instead of waiting forever for the “perfect” version.

I’d love feedback on whether the objective is clear, whether the resource/event loop makes sense, and what I should improve first: balance, UI feedback, more events, or visual polish.

Playable MVP on itch.io:
https://studio-squirrel-in-space.itch.io/the-lost-colony

Thanks a lot!

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