
Some planets or tech will soak up more than they need to output and don't offer more money beyond the planet that is sending it over getting an income increase. Stars are great for this, but the late game replicator is perfect for doing this exact thing! Collapsing stars to feed tourism planets is the BEST. I've gotten all the way on tech as well, it appears it is not needed to get a better score if the RNG is on your side for the no red planets scheme. Infragates rarely help as much as a well crafted highway.
#Cool math slipways how to
Massive trade networks have been a staple of my gameplay for a while, choosing how to interconnect it has been grand. My initial efforts on challenging didn't work out as well as tough, but now that I have an better idea of what does what, the extra $ early on makes it much better. I saw a good score on challenging so I started giving it a try.

While I have a host of wins on tough and challenging that are above 10K at this point, I would love this game to get an update! Again correct on challenging being more fun. Getting the happiness boost is big but some combos are better for $, and early income is king. I found that starting near a mechanized, earth like jungle worked better than the robot scavenging to harvest water planets for food, which is pretty solid as well. Gotta agree with just about everything here. I agree, the game timer doesn't need to be any longer, though it would be cool.Īlso. The details are still in flux (the decision to quit is still fresh), but SlipWays PC is definitely the top of my priority list! The plan right now is to get back to SlipWays as soon as possible - right after I pass my responsibilities at the job to new people and recharge my batteries a little, perhaps by doing a smaller project first.
#Cool math slipways free
However, this is all about to change! My contract is soon going to be up, and while this job was my chance to get into "proper" game development (with an actual budget and everything ), it did not pan out as I'd hoped. This means I'm now parting ways with the company, so I will be free to pursue my own projects soon. It's a big responsibility and I have very little time and energy left for other projects, so I had to regretably put my indie life on hiatus. Sadly, it's not under active development right now, but I'm super-happy that people are still interested after this much of a hiatus!ĭue to mostly financial reasons, I had to get a proper job as a project lead at a game company. I understand it's your game, and you're free to make it however it pleases you. But I'm not discouraging you from going to 3D if you think it makes the game better. You have all this beautiful pixel art and animation, so going to 3D feels like putting it to waste. Maybe make the xeno planets purple to help distinguish them from jungle planets and earth-like planets?Īlso, it'd be great if you had some kind of guide or wiki to keep track of what structures we can build on what types of planets, and also distinguishing which structures can be built on which planets with which upgrade.Īnd like other people have said, an endless mode, or maybe a sandbox mode, would be amazing for this game!Īnother thing, although this is less about general game design, it makes me kinda sad that you're moving this project to 3D. It's also generally more difficult to distinguish xeno planets from jungle planets. Only complaints that I have is that the icons for the planet types in the research menu tooltips are hard to tell what planet type they are. I've only discovered this game for like a week, but I'm seriously hooked!
