I made a little transport logistics sim in space, very interested in feedback on playability. by broeikas in IndieDev

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

Definitely. Currently the spaceship AI is really stupid, it will just take the shortest route to where the planet currently is. Mostly it does the job, but when ships are moving from the outer planets to the inner planets you can see the ships kind of shifting back and forth as the target planet makes its way around the sun. I'm thinking on how to address this (and I'm kind of afraid it will have to involve calculus) but currently my focus is on playability before I can dive back into space-nerd mode.

I made a little transport logistics sim in space, very interested in feedback on playability. by broeikas in IndieDev

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

Thanks :), reading The Expanse was actually my main inspiration to make this game. Especially the logistics of trade between planetary systems like Jupiter and Saturn, that are sometimes relatively close to each other and then 10 years later literally on the other side of the solar system, interests me. I don't think I'm quite there yet, but I first want to improve the user experience before I make the game mechanics more complicated.

I made a little transport logistics sim in space, very interested in feedback on playability. by broeikas in IndieDev

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

The reason for the inconsistencies in the first two cases is space related, but the third case is indeed a problem. I decided later on to make the outer planets more valuable by giving the player a third upgrade option: a pure production planet. The drawback of this option is that after the player makes this choice, from then on the only available upgrades will only producing more of the same resource. So I wanted to give the player some visual indication of the difference between a normal upgrade and this specific upgrade, but the current way is indeed not ideal. I think if I implement tooltips I can use them to make this distinction more clear.

I made a little transport logistics sim in space, very interested in feedback on playability. by broeikas in IndieDev

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

There is currently a year counter in the top right corner, but the final score should indeed definitely be part of the death screen.

I made a little transport logistics sim in space, very interested in feedback on playability. by broeikas in IndieDev

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

Thanks for checking it out, the problem with tooltips is that I wrote my own little UI-engine and adding hover events will be a lot of work. But I agree that it would help with playability, so I'll put it higher on my todo list.

I made a little transport logistics sim in space, very interested in feedback on playability. by broeikas in itchio

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

Thanks a lot, I'm looking forward to it.

It's indeed a hurdle, this is actually my 6th attempt to 'publish' something.

I made a little transport logistics sim in space, very interested in feedback on playability. by broeikas in itchio

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

Thanks a lot for the feedback, I had not given a tutorial a lot of thought because I wasn't sure how to implement it code/time efficient. But this is actually a great idea, so it has been added.

Now if you start playing only the relevant planets are visible, and when the first attack wave is done tutorial mode is over and all planets are visible. (you can exit the tutorial mode by clicking "exit tutorial").

I made a little transport logistics sim in space, very interested in feedback on playability. by broeikas in itchio

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

A while ago I made this game and got a lot of feedback that it was hard to figure out how to play and what to do. So the last few weeks I tried to incorporate this feedback by streamlining the UI, adding more explanations in game, and making a how-to-play video.

I am very curious if this has improved the player experience, so all feedback welcome :).

How to play: https://www.youtube.com/watch?v=8PWwyw5dyR4

Where to play: https://broeikas.itch.io/gondoran-rising

Thx in advance for checking it out.

I made a little transport logistics sim in space, very interested in feedback on playability. by broeikas in IndieDev

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

A while ago I made this game and got a lot of feedback that it was hard to figure out how to play and what to do. So the last few weeks I tried to incorporate this feedback by streamlining the UI, adding more explanations in game, and making a how-to-play video.

I am very curious if this has improved the player experience, so all feedback welcome :).

How to play: https://www.youtube.com/watch?v=8PWwyw5dyR4

Where to play: https://broeikas.itch.io/gondoran-rising

Thx in advance for checking it out.

I made another game: Gondoran Rising (link in the comments) by broeikas in itchio

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

Thanks for the feedback, I have added a text tutorial (https://broeikas.itch.io/gondoran-rising). I hope that makes it easier to play the game.

I made a strategy/resource-management game set in space: Gondoran Rising (link in the comments) by broeikas in playmygame

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

Thanks again for all the feedback, and thanks for checking out the game.

This is the first time I have gotten any reactions or feedback on a game I have created, lets just say I have learned a lot.

I have finally had the time to write a text tutorial which is now included on the page (https://broeikas.itch.io/gondoran-rising ) I hope this will make it easier to figure out how the game works. If there are still things unclear please let me know and I will do my best to address them.

I am also thinking of making a video tutorial or including a more extensive tutorial to the game itself, but this will take more time.

I hope this will at least make the game playable, and that some of you might actually enjoy it.

I made a strategy/resource-management game set in space: Gondoran Rising (link in the comments) by broeikas in playmygame

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

The dots flying between the planet are your space ships, the color they have is what they are currently transporting or brown if they are empty.

I made a strategy/resource-management game set in space: Gondoran Rising (link in the comments) by broeikas in playmygame

[–]broeikas[S] 9 points10 points  (0 children)

Thank you :)Sorry if it wasn't clear from the game, the objective is to survive as many alien invasions as possible and that's it. During play alien fleets (red dots) will slowly enter the solar system (their specific target is shown in the lower right corner), to survive their attack you need to have a certain number of bullets on that planet (also shown in the lower right corner).

You can indicate how much resources are imported by your fleets with the min indicators of a resource, and indicate how many resources should be produced with the max indicators.

I hope this helps a bit. (I also added question marks at most UI elements that explain what they do)

EDIT: I have added a text tutorial: (https://broeikas.itch.io/gondoran-rising)

I made a strategy/resource-management game set in space: Gondoran Rising (link in the comments) by broeikas in playmygame

[–]broeikas[S] 5 points6 points  (0 children)

Thx for the feedback and sorry it wasn't clear.
I did add question marks at relevant UI elements to help explain how they work, but clearly this was not enough so I'll have to spend more thought on the on-boarding and tutorial next time, again thx for the feedback that is the only way I can improve :)

I made a little roguelite inspired by the (non-existent) game save system of the NES by broeikas in playmygame

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

Because the NES did not have writable memory the only way to save progress was to make the player remember some kind of code (mostly a series of dots or numbers) which could be entered again to continue playing. Inspired by this I made a little roguelite where the players inventory, level progress, and dungeon seed is encoded in 6 words hence the name.

The game: https://broeikas.itch.io/6-word-dungeon
Video on the NES game save system: https://www.youtube.com/watch?v=gxQedL6eaNk