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
Play game
Planets For Sale's itch.io pageComments
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
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.
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.


Leave a comment
Log in with itch.io to leave a comment.