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Multiverse Colonizer's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun (Overall enjoyment) | #3 | 3.875 | 4.143 |
| Theme (How well the game fits the jam's theme) | #3 | 4.143 | 4.429 |
| Balance (Pacing of the game) | #3 | 3.474 | 3.714 |
| Overall | #5 | 3.808 | 4.071 |
| Uniqueness (Origniality of the game) | #7 | 3.742 | 4.000 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Graphics may be rough but the game is surprisingly big doesnt feel like a grindfest (i think, hadn't finished it just yet but i didn't feel like i needed to grind)
art lead here, anything specific jump out as rough? trying to get better at game art
The most extreme example is the background being pixelated worse than the pixel effect all the 3d objects have. Maybe could've touched up the ui to fit with how most of the game looks like, unless that is gonna be changed ofc
good call, i thought a 4k texture would be good enough but by the time it was imported it looked pretty rough. Painterly buttons would also look sick, might make an update after the jam. Also, you can download the game if you want to play at native resolution.
Neglected to rate this one as it's just too unwieldy. Clearly folks seem to like it, which is great!
This is a great game, there is a lot of content here and it feels very polished. Honestly it feels solid enough to be an actual demo, which is super impressive!
The music kind of reminded me of FTL in some places, I liked the art style and thought it worked really well. It fits the theme great, and yeah overall this is a great game.
On my first play through it took me until Universe 14 to realize that I could research things with a colony deployed (i.e., didn't have to be in the void) ... I felt so stupid. Until then I was questioning why every tech research barely costed any resources (as I would end each run with hundreds of thousands and then need only 80) and why it seemed like the game was wanting me to keep hopping back & forth so quickly, haha. Whoops...
After going back in again, I beat the game with 3 minutes left on Universe 2. I think I'd agree that the drone foundry is a bit too OP, there might need to be some kind of maintenance because once you've stacked up a couple thousand drones everything becomes pretty trivial, and there's no real barrier to that (because drone foundries produce drones that can easily afford more drone foundries, etc)
I'd also like to see a "+5%" button or something because there is a big difference between +5 and "dump all 800 of my inactive drones into this one thing" which meant I am often spam-clicking the +5 to get the drones to go where I want 'em
Very good game!
At first I was a bit lost but once I understood the mechanics I really enjoy it. The art style is unique. The theme approach is really original. It is very complete, with many upgrades and a core loop gameplay that is enjoyable. I love how each time you enter an universe you keep something from it and increase your production. I'm definitely coming back later to play more!
This was really nice. Lots to sink your teeth into and lovely visuals and music as well! The hands-on tutorial was a bit much for me, I appreciated that it pointed out what to focus on in the tech tree, but I feel like that could've been shown better than being forced to open the menu and be told what to go for. (I know I could've skipped the tutorial, but some parts of it were necessary for me to know what was going on) The balancing was quite off, however. Universe 1 was alright, but by the end of Universe 2 I had hard focussed on getting tons of drone foundries up and running and left with over 100/s income of every basic resource up to heavy metals. That, with the tripling of trickle income upgrade, meant that it was about 2-3 minutes into Universe 3 before I'd completed the game (which also meant I barely got to play around with the late game stuff). I think an easy way to address that would be by making the drone construction costs scale as you increase the number of active foundries (and maybe have some ongoing repair costs for your active drones so you can't just build 1,000 of them with no downsides). But I really enjoyed my time, great job with it!