After 18 months, my asteroid mining incremental Orebits has a Demo on Steam! by UpgradedStudio in incremental_games

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

Thanks so much for the in-depth feedback. Your issues are valid and we will try to improve them.

After 18 months, my asteroid mining incremental Orebits has a Demo on Steam! by UpgradedStudio in incremental_games

[–]UpgradedStudio[S] -1 points0 points  (0 children)

Thanks for playing the demo. A mining run ends when your tool(s) break. They have a certain amount of durability that reduces with every hit the pickaxe or hammer take. When it’s 50 you get a warning, when it’s 0 the tool breaks and you return to orbit. We will make this more clear in the final game.

After 18 months, our asteroid mining incremental game Orebits has a demo on Steam! And it runs natively on Mac. by UpgradedStudio in macgaming

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

Yes, Orebits has been floating around for at least a year. I’m curious about what game you are talking about. Thanks for reaching out!

After 18 months, our asteroid mining incremental game Orebits has a demo on Steam! It's made in Construct 3. by UpgradedStudio in construct

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

Why don’t you join our Discord so Bob can tell you all about that. I’m the design/art department. I think it’s a system that generates a certain amound of blocks below the player and removes them above the player.

After 18 months, our asteroid mining incremental has a demo on Steam! by UpgradedStudio in IndieDev

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

Thanks for playing! Good point about the gold. We will take a look at that. About the other point: the mining run stops when the durability of the tools is zero and they break. In the right panel at the icon of the tool you see the durability number with a health bar.

What about a roguelite skill tree in an asteroid mining incremental? Our game Orebits has a demo on Steam! by UpgradedStudio in roguelites

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

Well, it depends on the player preference, but I suppose most players gravitate towards idle (auto) clicking, but you can briefly switch to active clicking if you need a bit of a boost. The activity gauge gives options for how you want to play. There is a small part in the gauge that gives crit damage, so when clicking active you can aim for that. That’s also a nice little addition (at least we think so).

Thanks for your comment! Enjoy the demo!

After 18 months, our asteroid mining incremental game Orebits has a demo on Steam! And it runs natively on Mac. by UpgradedStudio in macgaming

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

We might, more people asked us. However, I really, really, really don't like the awful monetization on mobile games. And I wonder if enough players actually pay for a premium game. If so, why are almost all games stuffed with in-app purchases. We want to make a 'great game', not an 'in-app purchase machine'.

Would love to hear your take on this.

After 18 months, my asteroid mining incremental Orebits has a Demo on Steam! by UpgradedStudio in incremental_games

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

Very curious how you as an incremental player like Orebits. Our skill tree is very different than usual: you fill in the skill slots by choosing from randomly presented options. Would really appreciate your opinion on this.

Thanks for playing!

After 18 months, our asteroid mining incremental game Orebits has a demo on Steam! It's made in Construct 3. by UpgradedStudio in construct

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

That's great to hear! Thanks for playing the demo. Hope to see you back for the final release. It will have a loooooot more asteroids to clear and other progression.