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A jam submission

Planets For SaleView game page

A Roguelike About Space Capitalism
Submitted by comfycatgames (@comfycatgames) — 1 day, 11 hours before the deadline
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Planets For Sale's itch.io page

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Comments

Submitted(+1)

im sorry if this is my fault but I keep getting stuck at the select a planet screen I cant click on anything, looks like you did a tone of work since the last demo day though very cool to see

Developer

(A very belated) Thanks for playing, but sorry the planet selection didn't work.

I'll definitely look into this issue.

Submitted (1 edit) (+1)

Overall thoughts

I remember when this game just started devvin; happy you kept goin.

i'm sadded to say that i didn't enjoy this experience very much. everything it's very slow, and the talking is very long. for a game with a hip and cool skin about planetary exploitation imo this is a problem. your gameplay dosen't live up to the "cool" art you have.

i'm doubly saddned because my tip would be: maybe check incrementals to see how to speed up your experience 

another problem is that even if the skin is cool, i haven't been hooked by your gameplay at all. this is beside the "it's slow" problem; every game should try to pull you in to play a little more. i havent felt anything like that, imo that's a very big problem

the real problem that summerizes everything above, i almost don't wanna write it because it's a dagger to the chest, is: dunno what's fun about your game. 

Since i'm not a lamer that dunks on ppl for fun, please lemme know what should be "the fun" in your experience, so i can give another try to it.

Random notes

- i love a lot of the polish you put into the game: how resources look, music etc the "bad stuff" like contracts portatirs i wont comment on, since i know it's place holder

- i dont like the tutorial at all. it's not "interactive" enough, you click a lot and get very little done. it seems to story heavy for what you accomplish

- by the middle of the tutorial, where i tried the atom smasher and the the trade exchange i feelt quite "lost". the game has not(or i missed) a clear low level immediate objective to be done in the next 2-5min. If the tutorial told "dude complete some contracts" i totally missed it, becuase i've already too much.

- after maybe 15-20min the contract broker bugged out: when i completed a quest resourced were not removed from my inventory

- in the main gameplay area imo you should focus and tutorialize the importance that every "room" has a double function for right and left click

Developer(+1)

Sorry for the very delayed thank you.

This is amazing feedback and also feedback that I've been dreading. Been scared to ask if I've lost the fun of the game, and yeah.

Appreciate the honest feedback, I needed to hear it.

Submitted(+1)

If it can be of any help: I note a lot of stuff, but sometime i go back to my game's inspirations to remember what's good (or bad if i wanna avoid) with pad in hand.

gl dude

Submitted(+1)

It's good to see the progress. 

In terms of data- capitalizing ALL without any explanation makes me really unlikely to consent.

I think it's a general godot issue, but the tiny-few seconds freezes are really a headache in this one, there's got to be a loading screen.

UI transitions are smooth, but the readability for a first timer is beyond terrible. I think introducing system one by one could be a good choice, throwing all of it at the player makes it difficult to grasp. Tutorial is good, it's a step in good direction rather than final product though. I went through that and still got confused as where I need to sell resources to get my contracts done. On the last UI remark - confirm button being on the bottom of resource list is diabolical for the first timer.

Idea and art is great, it will need some work but certainly a good one.

Developer(+1)

Thanks for playing! And yeah, the new UX is a hard miss, lol. Appreciate the detailed feedback!

Submitted(+1)

The game crashes on start if you opt into crash reporting,

The text shouldn't move while being revealed in the Visual Novel parts. it's very hard to read.
I think I get the jist of the game but it's pretty miserable to play.

It's cool that each module has a rendered 3d scene, but it's overwhelming and too much stuff at once.

The inventory should only show what you have, not all possible resources showing 0. 
I would much prefer, click a resource, it sticks to your cursor, then I can drop it off on to the module, and then the module has a "Confirm" action on it. There should be some animation or particles representing what the module used up and generates.
Developer

Thanks for playing, and sorry that it's miserable in its current state.

The crash on start-up is a new one.

And appreciate the honest feedback. This game absolutely needs good UI...

Developer

With this build, the UI got overhauled, and how you select/buy/sell resources has changed majorly. Really looking for any feedback on the main gameplay area. Thanks in advance!