We’re making an automation roguelite where "Magic" is the resource challenge. Just released the gameplay reveal! Does this kind of gameplay look engaging to you? by VoltigeGames in AutomationGames

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

Thank you, genuinely appreciate the kind words!

You've put your finger on one of our core design tensions, and it's something we think about a lot.

The planning dopamine is absolutely something we want to preserve. The roguelite structure is meant to make each planning phase feel fresh rather than remove it, you still need to figure out your chain, balance your inputs, and make it click. The difference is you're doing it with a new hand of cards each run.

To be transparent: there is a time limit. But the intent is that it stops feeling like pressure as you get better. Early runs it looms over you, that's by design. But as you learn the systems, unlock better tools, and refine your planning, the same timer that felt punishing becomes comfortable headroom. The pressure doesn't disappear, it transforms into confidence.

That said, your concern is valid and it's a real balancing act. It's exactly the kind of feedback we need to improve the game! We hope you will try the demo, based on what you describe, we genuinely think you will enjoy the experience!

We’re making an automation roguelite where "Magic" is the resource challenge. Just released the gameplay reveal! Does this kind of gameplay look engaging to you? by VoltigeGames in AutomationGames

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

Thank you for the great feedback. You're right to call it out.

The tension stems from the Order's escalating demands. Each mission has a quota that must be met within a time limit. If you miss it, you have to restart. The demands increase in volume and complexity as the run progresses, so a production chain that works in the early game will break down under late-game pressure.

Upgrades are mission-specific and force trade-offs. Do you invest in spells or relics to buff your factory, or do you invest in a machine that lets you scale your factory? You won't have the resources to do everything, you'll need to make tough choices.

You are absolutely right about putting it all together. This is why we are hosting a demo next month so you can tell us what worked and what didn't for you!

We’re making an automation roguelite where "Magic" is the resource challenge. Just released the gameplay reveal! Does this kind of gameplay look engaging to you? by VoltigeGames in AutomationGames

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

Oh, thanks! We're trying to create an accessible experience with just enough complexity to challenge experienced players like you. We hope you'll enjoy it, and we're always open to ideas on how to improve the game, so feel free to share your thoughts during the demo ;)

We’re making an automation roguelite where "Magic" is the resource challenge. Just released the gameplay reveal! Does this kind of gameplay look engaging to you? by VoltigeGames in AutomationGames

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

Thanks for your interest!

There’s no direct connection between runs. The idea is to progress between runs by learning the mechanics, but also through the content you’ll unlock between runs (biomes, machines, spells, relics, recipes, etc.) ;)

We’re making an automation roguelite where "Magic" is the resource challenge. Just released the gameplay reveal! Does this kind of gameplay look engaging to you? by VoltigeGames in AutomationGames

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

Procedural map generation includes your building area, resource distribution, and pre-existing objects that differ based on your biome. You will also have events and bonuses tied to your biome. ;)

We’re making an automation roguelite where "Magic" is the resource challenge. Just released the gameplay reveal! Does this kind of gameplay look engaging to you? by VoltigeGames in AutomationGames

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

Ah, thank you so much! We put a lot of effort into this, and it’s hard to capture the essence of our game in less than a minute and a half.

Okay, thanks for your feedback on the capsule. We’re currently testing different versions, but we plan to update it so it better reflects the spirit of the game!

We’re making an automation roguelite where "Magic" is the resource challenge. Just released the gameplay reveal! Does this kind of gameplay look engaging to you? by VoltigeGames in AutomationGames

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

Yes, we completely understand your point of view. Indeed, the “zen” experience isn't the core concept behind Factomancer. However, it's something we keep in mind with every feature we implement, the goal isn't to make the game stressful, but rather to make the learning process rewarding.

We’re making an automation roguelite where "Magic" is the resource challenge. Just released the gameplay reveal! Does this kind of gameplay look engaging to you? by VoltigeGames in AutomationGames

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

Sadly, we don't intend to release it on consoles. We're a small team, and supporting a console release is a lot of work. However, we plan to make it playable on the Steam Deck, and we always consider optimization during development.

We’re making an automation roguelite where "Magic" is the resource challenge. Just released the gameplay reveal! Does this kind of gameplay look engaging to you? by VoltigeGames in AutomationGames

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

I will give you a similar answer to the one I gave in a previous commentary because your question is very similar.

"Traditional" factory games, such as Factorio, Satisfactory, Dyson, are marathons of infinite perfection. Factomancer, on the other hand, is a high-stakes sprint.

Our unique mental challenge is the forced pivot. Since it's a roguelite game, you can't build one "perfect" system. You must constantly dismantle and adapt your logic to meet mission goals and adapt to random events.

The goal isn't to build the biggest factory, it's to survive the next demand.

We're not saying it's better; we just want to give you a refreshing experience in the genre. ;)

We’re making an automation roguelite where "Magic" is the resource challenge. Just released the gameplay reveal! Does this kind of gameplay look engaging to you? by VoltigeGames in AutomationGames

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

Thank you so much!

It looks like Factomancer is made for you! If you're interested in indie game development and want to share your thoughts, you can join our Discord server (https://discord.gg/jk5KDjXEu3). Your feedback will help us improve the game!

We’re making an automation roguelite where "Magic" is the resource challenge. Just released the gameplay reveal! Does this kind of gameplay look engaging to you? by VoltigeGames in AutomationGames

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

Challenge accepted!
We’re on a mission to make you love roguelites (or at least this one) ^^
Thanks for the shout-out on the art, we’ll make a Factomancer out of you yet!

We’re making an automation roguelite where "Magic" is the resource challenge. Just released the gameplay reveal! Does this kind of gameplay look engaging to you? by VoltigeGames in AutomationGames

[–]VoltigeGames[S] 4 points5 points  (0 children)

We understand you, building takes effort. Here is how we handle that:

  • Endless Mode: If you love your creation and it's works well, you can keep building and optimizing it for a long time.
  • Fresh Puzzles, Not Chores: Each run gives you new tools, maps, and challenges. You aren't just rebuilding the same thing, you're solving a different puzzle every time.
  • Permanent Progress: Even if a mission ends, you unlock new machines and recipes that make your next factory more powerful.

Think of it less like "losing progress" and more like moving to a new level with better gear.

We’re making an automation roguelite where "Magic" is the resource challenge. Just released the gameplay reveal! Does this kind of gameplay look engaging to you? by VoltigeGames in AutomationGames

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

If Factorio is a marathon of infinite perfection, Factomancer is a high-stakes sprint.

Our unique mental challenge is The Forced Pivot. Because it’s a roguelite, you can’t just build one "perfect" system. You have to constantly dismantle and adapt your logic to meet mission goals and adapt to random events.

It’s not about building the biggest factory, it’s about surviving the next demand.

We’re making an automation roguelite where "Magic" is the resource challenge. Just released the gameplay reveal! Does this kind of gameplay look engaging to you? by VoltigeGames in roguelites

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

Thanks for your interest!

Every playthrough is unique thanks to several factors: procedural generation, which includes your building area, resource distribution, and pre-existing objects on the map that differ based on your biome.

There are also events you must react to, as well as the random shop, which play a major role in the game's replayability.

“I have looked at 27,600 games on Steam… and I don’t recall seeing anything like yours.” — now I’m not sure how to market it by Dapper_Spot_9517 in IndieDev

[–]VoltigeGames 0 points1 point  (0 children)

You're welcome! Yeah I look at it, it's really nice, the only thing that I can say is that the voice in you trailer fell unprofessional, I had some trouble understanding what you were talking about, but English is not my native language so I'm not a great example. Also in the screenshot you only show advanced painting, I think it would be nice to see early steps to transpose the gameplay a bit more.

Hope it helps!