Web? This was the download, 60Hz.
The thing is, usually the games lag while using all resources, but SMP doesn't seem to use anything higher than 30-40% of the CPU, and the GPU is barely used.
sicave
Recent community posts
Somebody has actually managed to not only salvage the terminal game format into something that doesn't feel like typing a word document, but has actually used it to make one of the most engaging indie (space) game plotlines I've read yet? without loading it with bells and whistles that water down the text-based core of the approach?
The sheer amount of world building, extra content that you would probably only get by dicking around or getting things wrong, that doesn't feel bland or undercooked filler to waste time?
The ability to engage you in character dynamics that are still minor and acritical to the gameplay?
NUKES IN THE OUTSYSTEM being a potentially cool band name?
Alien socialists being objectively correct, even while holding a planet-gamma-nuke, because our president decides to crash a civilian airliner for the lolz?
It's not flawless, sometimes the UI is over points you need to click on.
I appreciate the hint system as much as it is concrete on a pothole; it closes the gap on logical jumps that don't seem that obvious even after knowing their solutions:
mod note: CW SPOILERS BELOW
finding the corpo relay, ESIGS from titan, codenames for the archive, alien nameplates being 5 letters while most plate clues are 3, trajectory first feeling like trial and error, ciphers being first mentioned when they're first needed, and the ||| code still being a mystery to me.
The weird usage of heck even though we're multiple hundreds of thousands of people deep into the worst battle humanity(ies) ever seen.
Intelligence being a kind of lame name for this cool ass game, no offense.
mod note: END CW
But it is very much a well-written, skillfully compact, intuitive to play, deeply interesting and surprisingly deep game that has been graciously gifted from this developer, presumably as a container for the resonant message that they hope to press deep into your conscious.
Yes We People, APAP.
The intro sequence is confusing, the UI is a bit overwhelming (and units usually overlay their health over building health), and without a tutorial, you end up with a player confused on why clicking on gray buildings reverts the last move, killing an enemy with two units at the same time hardlocks the game and the AI has a decent chance of just never doing anything, the results screen is almost esoteric without any explanation.
"I thought I was Terra, why can i report to jovian? what does change weapon mean? what does energy do?", you can't really have a TTS with more than 10 stats that are just never explained.
Pretty good, the car tends to get stuck a lot, the gear shift feels like moving through viscous liquid, there is no engine damage that discourages shifting too high or too low, and the car tends to drift (which would be fine if the PC controls had more finetuning, though that's entering procedural steer territory), the road ends abruptly.
Also, is that turkish? it's a bit too quiet.
The game is definitely intended to run with a better FPS than what it manages (probably shadows, somehow), the difficulties are shoehorned when the game is very clearly designed for challenging or crazy, the track design is fine but unengaging, excepting the narrow section with the building which is just kind of bummy, the AI are suicidal but are fun to compete against barring the whole Win Game By Pressing E button thing.
Interesting tycoon, but it had that usual slump that is hard to avoid with incrementals, I was unsure about how to unassign bots and I kept having to uproot my plants because water extraction was too slow (even with most of the bot armada on it), nor how to get research .
Also, satellites are ineffectual.
Grapple needs to either apply continuous, slower velocity or just a slower instant velocity, you have no time to look around.
Sliding needs to be slower, and combat is so ineffective and does not dislodge the enemy enough that AIs often get into deathless equilibriums with each other, also I haven't been able to kill one at all.
I think you're onto something like a stage fighter but in 3D here, this sounds great, also I hope the hobo thing was an exaggeration.
doesn't progress past second level (there doesn't seem to be a third one), but neat, i like it, good educational tool
get rid of this fuckass artist killing baby eating earth burning sloppy slick AI though, you clearly don't need it, the art style of the game is already interesting (and arguably, UI elements could look the same, grab photos of a shopping cart for eg)
Note for other players: the game is about trying to make enough energy to make more drills, and more drills to make more energy, and more energy to explore/clean more of the planet, if you get to a sufficient amount of energy production, you can just click on all the teal tiles :p
If you find your generators not generating energy, you need to connect them to a port.
Pretty decent, but not very balanced between both materials, after some 30 generators you can turn it into a point and click, the usage of hubs for power connection isn't well explained.
