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My feedback for this game is as follows:
- I would like that I only need to make the thing that makes the fuel once, and i take it with me, like any other upgrade. Given how small it is, it doesn't make sense to leave it behind.
- Making fuel turns the maximum amount organic into fuel, whether your fuel tank can hold it or not.
- You should make fuel tank upgrades procedural, perhaps. Each further upgrade is 200 more metal, and gives 50 more fuel capacity.
- Crystal and Gelatin have little use besides single-use upgrades. Perhaps more recipes should be thought up?
- Crystal can only be found as items that spawn before the door, and you are given too much.
- Past the door, gelatin cubes, rock piles, tofu blocks, and rolling stones spawn infinitely, but are rarely if ever in your way.
- There seems to be a chance that both exits in a room occupy the same wall tile, creating a dead-end.
- Perhaps each room should have 1-4 exits to make things more interesting.
- Two doors on one wall leading to two different rooms makes getting lost easy. Perhaps it should be made so that rooms actually respect each other spacially, so if you were to find two doors on a wall, they both lead to the same room. One wall, or even all four walls, can be nothing but exits. Also, map upgrade for wayfinding.
- Perhaps other biomes can randomly be entered, where the rocks and flat ground have slightly different color schemas. I'd assume this is a desert planet, so other biomes would be something like... normal, ice cap (kinda snowy), mountains (rock walls in the play field), and cave (kinda dark, maybe light upgrade to allow for seeing?)
- Metal blocks can be pushed, revealing the metal they supposedly contain was under them this whole time. Either do not spawn the metal until the block is destroyed (and do so at the block's location), or make metal blocks unpushable. Prefer the former.
- If blocks can be pushed, perhaps there needs to be buttons to push blocks on, to unlock secrets.
- Perhaps other things besides the rover should have textures, if at all possible.
- Plot extension - maybe the goal past the door is to find enough of somewhat rare resources (crystal, for example) to make a homing beacon so you can be rescued.

In general, this is the start of something, and there's a lot of potential here to go in quite a few directions. I hope to see this game further developed. :)

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Thanks for such a detailed feedback!

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the game is really nice, the music is perfect

but after the door i kept going and going and there is nothing more, i made all upgrades to the max and kept entering random rooms

also i think some shortcuts are necessary, clicking to collect on every tile or to clear obstacles is really hard, just make collect be space and clear be E or something

Thank you so much for your feedback.

Yes, you're right.

After the door, levels start generating infinitely and no new content appears.

The game is just a prototype now, maybe in the future I can add more content.

Thanks for the advice on better controls, I think the hotkeys will be really useful.

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The music in the game is:

Eduard Artemyev - The Death of the Hero (Siberiade film soundtrack).

Georgi Sviridov - Time, forward