Was fun and a great time waster, but like others have said the inventory and crafting needs to be streamlined. Finding resources: Fine as is. Researching: Fine as is. But building all those components: TEDIOUS. If you make a sequel, as hinted, keep this in mind. A suggestion to add would be an upgrade for jump/double-jump height/uses. Seemed a bit odd you left that out as it would make traversing the vertical tunnels easier.
Yeah it's pretty great, Like I lost a lot of time playing it, well I shouldn't say lost, spent more like. It's a good game, and I wanted to keep playing but I just didn't really feel any rewards for all my hard work. The upgrade system is complicated, the constant threat of blowing the fuck up kinda annoyed me. Yeah though, it's a good game, I can't really see anything minor you could change to make it play better, maybe remake the interface? Other than that its pretty alright.
Okay, many thoughts here. Presentation is top-notch, no question. I liked the angle with different planets with different values and climates. I also thought it was very nice how any items you pick up when your inventory is full are converted to fuel/repairs, a very nice touch. It's Motherload-like yet has its own identity, as a much more mellow, methodical drill-mining game. I would give this a 5...
BUT. As others have said... it's the inventory system. It really, REALLY bogs things down. Enough to knock 2 stars off.
The first obstacle I came across was that it is impossible to tell at a glance what you do and don't have, and what upgrades you can and can't build. Items you don't have should appear much darker, and upgrades you have the ingredients for should probably appear in another color altogether, like green. Looking at tiny numbers in the corner is just frustrating.
And then there's the big bugbear of the whole system... crafting/researching. Creating more and more advanced items means going through bigger and bigger ingredient trees step by step, sometimes down to the lowest level of item, flipping through several tabs. It makes what should be a fun game far, far more frustrating than it has any reason to be. Now, I'm not a programmer, so I don't know how difficult this would be to implement, but I wonder if making some of the multi-level processing skip steps would be possible. I'm having a hard time phrasing this, but...
Item A needs to be made from B, C and D, but B needs to be made from E and F, F requires G and H... so let's say that if you have enough G and H to make an F and already have an E, then all you need to do is click to make item B, since you DO have all the base-level components needed for B. Or maybe just an "auto build" button where you click to make A and it automatically does as much combining as possible with your current inventory, alerting you to things you lack
I hope that remotely made sense.
It's an ambitious game and definitely is keeping me playing, but I am DREADING building the high-level items. I shouldn't be spending more time doing that than drilling. If you can streamline the process and make it easier to see what can and can't be done, I'll happily bump this to a 5-star game.
This was pretty good, but it's not as good as Motherload though. There are still a few issues that you must need to be fixed. First is the inventory. The game should prevent you from drilling minerals when inventory is full. Keep the items in your drill has in its cargo or automatically store in ships inventory when traveling to other planets instead of losing it all. The upgrade system could use some more simplicity to it. If you can do all that then you will have my 5 stare rating.
Fun game, and a bit addicting, with one exception:
Engineering all the upgrades. Once you got to level 4 or 5, you have to make parts for parts, then more parts for those parts; you get the idea.
Also, when you first start the game, it can be a bit confusing, even with the tutorial. Navigating through the menus took a while to learn, though the point of the game was clear from the start.