Hi, I'm the dev of this game, please ask me anything! @PotatoMcWhiskey: wow, I'm so grateful for this video! I have been working almost 4 years on that game (me +1 dev for 2 years)... and until very recently I really had a hard time figuring out if some people would simply enjoy it a bit. But seeing such feedback... I'm just so glad I could transmit some of what I had in my mind. That's the magical part of the indie dev job
@@PotatoMcWhiskey I have planned for a shortcut , why not double clic. I'll also try to auto open the choice panel when building depots, and maybe some automatic choice just like you suggested in the video... I'll run a few tests for those solutuins. Also, currently middle click duplicate a building with its setup, not sure if you used it
I played through the demo and was sad when it ended. Which means I thoroughly enjoyed your game! That said, I've played a LOT of managerial/factory games and I have a few ideas/recommendations. 1. Hotkeys for each build menu - Considering how many times you repetitively place down certain objects it just makes sense(I did notice and like middle mouse bind.) 2. Electricity - Or some other form of difficulty ramp, there are so many minerals on the planet that the game came off as far too easy. The number one way almost all factory management games make a game more difficult is Electricity balancing. The other thing is resource availability/size. 3. Roads - Roads seem to be a big part of the transportation/belt system that you have going, I noticed a lot of my roads were bugging out/going underneath the ground. This is more a bug report than anything :P With that said, I understand it's in early access and I loved it! It's a cute little game that has now been added to my wish list to enjoy watching grow. Keep at it, you've got a lovely gem you're shaping. :)
@@Fireblats Thanks for the feedback 1) for the item categories, you have keys bindings but they are not assigned by default 2) electricity might come someday, but i'm not sure if it would really add that much to the game 3) Yes i know for roads bugged on the areas with deformed hexagons.. I hope I can improve that someday (not easy !!)
He mentioned a couple of times (in videos and on stream) that he does it on purpose to confuse viewers even more who get triggered by the "wrong" pronounciation.
As soon as I saw the intro zooming into the planet. My lord that threw me back to the days when I played Spore, it reminded me so heavily of that wonder at the unknown.
31:33 - UFO Afterlight. It is set on Mars where you have to build Terraforming stations, but also have to deal with up to 4 enemy factions at the same time. Most people consider that the enemy faction for the final mission is actually the faction that you should have allied with. Terraformation is little more than building more stations to increase a Terraforming% over time, and later upgrading those stations to a v2.
another cool factory building game is mindustry, its has campaign, multiplayer, and banger soundtrack, i love it basically free to play factorio with simple artstyle you should give it a try
Yeah I was getting a Mindustry vibe almost right away. Great game: factory + tower defence with a sprinkling of RTS. Single developer, has been adding content to the game for three and a half years since its Steam release, and a couple of years before it came to Steam. Buy it, it's cheap.
This looks really fun and promising. I'm excited to see what they will do with the game. Obviously, it's just a demo, but the only problem i have so far is that i don't know how complex it will get. Hopefully quite a bit more. Factorio also has the added element of an alien threat. Not saying they need to do the same, but having something in addition to it just being a sandbox factory sim adds quite a lot for me personally.
Be cool to see him play Dyson sphere project. Similar game play but where your building the titular project, off world, and interstellar production chains
Demo shows a game with lots of promise, and it's likely a day one buy for me, especially if it's cheap enough. Some things need to be fixed, like the zoom levels not being fine enough. This is definitely an issue when it's clear much of the later game is going to be based around long-range transport. It also remains to be seen how fun the terraforming stuff is. Tons of fun in the hour or so it took to finish the demo, though.
Interesting game, might give it a shot when I have some time. Might be worth trying Dyson Sphere Program if you like the genre, although it doesn’t have the terraforming part it takes the logistic part to a interstellar level.
I love that it's hexagons!! It's always irked me that there just didn't seem to be much variation outside of rectilinear designs in basebuilding and factory games like this.
you actually need six extractors to feed one factory adequately. So what you’re doing with merging production is not necessary or efficient. also, what you’re doing at 27:30 is entirely unnecessary, since cities will expand even if they are completely blocked off. Even if the city eventually surrounds your atmospheric extraction setup, you can just build another supply centre on the edge of the city. Plus, extractors will produce if any output is empty, meaning they can simply void carbon - you don’t need to store it, you can just make more extractors elsewhere for carbon when the time comes to use it.
No energy required for making things. Non-local (see physics. See magic.) instant construction. No actual energy sources available on the surface. So, the question becomes, if we have these magical technologies, why are we on the planet surface in the first (or second, or third) place? My suspension of disbelief just headed off into space.
I quite like how toy like it is where it doesn't need me to set up massively complex chains of resources and energy. Theres dozens of games that do that, this is just slightly more chill
After recently playing Per Aspera , just that setting up the production line at the beginning is so much better. The drone script in that game is daft leaving you scratching your head why they won't take produced resources to a nearby storage depot and halting production as your mine output is full. Really like the clean art style of this one too , someone definately knows their colour wheel.
@Tim You guys are doing it wrong. Drones prioritize jobs very heavily. If a factory A needs input then factory B's full output will not be cleared, unless its product is needed somewhere else. Just build more worker hubs so that you have enough workers for all the jobs and regularly check the worker load overlay (F1). It's a bad idea anyway to stuff your storages full of items that you may not even need at the moment. I have 175h on Per Aspera and can tell you that this is a very good and enjoyable game if you are into macro-management (think factorio's logistic drones over belt-based item transport). The logistics system is totally fine.
@Tim Like I said: Just build more worker hubs so you have enough workers to deliver everything. This very issue can happen in factorio as well. A few friends and I played pyanodon and sometimes I waited quite a while for my stuff to arrive because all the bots were busy elsewhere. No doubt factorio did it better, but it's not bad in per aspera. 🙂
The drones on Mars is Mard like the atmosphere is thin that makes flight far less efficient trasport. It should def be more likre factorio with belts, arm, trains, and maybe trucks.
Just opened this video and download the demo on Steam. OMG, Just played 4 hours non stop and I did not watch this video yet. Thank you so much, all my friends are playing now
just played this and had a blast, one thing i did find out is that the depo's are expandable, so as long as you have 2+ depos next to each other that have the same contents picked it will treat it as a single depo,. did not test how far this is stackable. kind of makes the thing you made at the end a little overkill
@PotatoMcWhiskey - This game has had a number of new features added lately. There's now dynamite for blasting barriers, the ability to level, raise or lower terrain and container ships to ply the oceans. These all open up at Level 15. Your video put me on to this game and I've clocked in 196 hours now. I'd be very interested in watching you utilize the new features since you got be hooked on this one in the first place. I subscribe and really check in on what game your working next. Great channel, thanks for all the great recommendations.
so, you're better off cascading depots for New A.'s Concrete plant, and just use a single truck stop.. also, there's no such thing as road congestion, so no need to worry about having roads travel around stops. Depots are unlocked so much earlier than roads, and the added buffering makes sure that there's always product ready fora t ruck when it swings by (and doesn't stop to wait to get loaded).
Oh man - whole worlds made of hexes! (!!) As a tabletop gamer of a certain age, this alone made me sit bolt upright in my chair. I'm all over this when it releases!
I played the demo and it's awesome! I like how you can see the little brown dots of trucks moving from the world view, can you make the roads show too? Auto-setting the depot when placed near a resource or extractor would be a great time saver. Thanks!
I look forward to your gameplay! I wonder how this will compare to Per Aspera? I'm finding the story very intriguing, but the gameplay mechanics and UI could use some work.
Am very curious to see how they solved the mapping issues of those hexagons toward the poles. It’s cool that you can zoom way out to the planet view but I would like to see them improve the LOD transitions to be less noticeable. To make depos easier to manage they can have no type at first then lock onto the resource type they receive. Roads/stops are kind of ugly and I’d like to see them improved. Hope the gameplay delivers and release price is reasonable.
The way any other game would do it - Either by faking the hexagons and having an internal mapping of them while faking how it is displayed to the player. Or by having pentagons where necessary.
Like I said - You either deal with the pentagons normally, or you do some visual and behind the scene math trickery to make the player THINK there's always hexagons, even when there aren't. (I've seen a couple of game do this)
o.0 first time running across your channel... but a number of times during the video I swear I had to double check that youtube was not playing the video at double the speed. lol, you talk fast dude. you related to the micro machine man? X-P thanks for sharing your view on the game and introducing me to this entertaining looking game. Seems to be releasing in 10 days so bonus.
Please, Potato. I beg of you. I bought Terraforming Mars because of this channel. I bought Terraformers for the same reason. Are you really going to make me be the sort of person who owns THREE terraforming games because of this channel? Are you? ... god dammit. If he ever does Surviving Mars I'm gonna own FOUR, aren't I.
@@PotatoMcWhiskey Be careful with Surviving Mars though. I stopped playing after 15min because of how terrible the UI is. You need a somewhat high tolerance for stuff like that when you want to play SM.
So having paused your playthrough to download and play the demo 1 the demo is short. I hope that doesn't reflect the full game 2 why do I have to go right down to the bottom right of my screen to change recipes? it a toss up if I spent more time waiting for things to finish or reaching for the bottom right. but those combined would easily be over 50% of the time spent on the demo
Can you copy/paste a selection of buildings? In the start there, when you build the extractors, could easy up life if you can just copy the blueprint for how they are placed, and put the blueprint on a new location where it will be built as soon as you have the right stuff.
I appreciate your enthusiasm but some explanation of what and why you are doing things would help me. Perhaps an outline of what you want to accomplish would be helpful.