Build #25 - UI and Qol + Roadmap Updates


  • Lots of tweaks to buttons, their labels, and UI to make the game more comprehensible
  • Tooltips are significantly larger and easier on the eyes

For the rest of March, I will be focused on two things, with some side quests:

  1. Un-confusing the game. It is abundantly clear that there are too many mechanics and ideas thrown at the player all at once. I am not sure how to address this, because I did invoke the name of fairly complex games and the crafting system from Path of Exile basically requires a PhD. While I've tried to streamline it, the casual audience of idlers and incremental games are thrown off by its management-like requirements
  2. Bug fixes and quality of life up until battling. The battle aspect of the game is going on hold (though is still playable)

There will be some side quests

  • Automatic crafting/modding/collecting
  • Automatic ship assembling
  • Ship upgrading (this is how ships level up)
  • The beginnings of the narrative system (barely branching dialogue)

And of course, like the description says, tweaks and balancing, especially for the sake of onboarding the player, will be done as well

Files

space-war-economy-idle-linux.zip Play in browser
Version 450e846 41 days ago

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