@FirstfallStudio yeah, it looks effortless in the video but it took a lot of trial and error haha
That being said, I can't go back to coding without LLM assistance, it's just too useful 😅
@anardooo Ha, yes. The wiring makes it a triage problem: when one building goes down mid-storm, you choose what to patch first and what stays dark. If you wanna test the theory be my guest!
@GodTrigger0 Thanks! In a crit-storm, solar panels under the front lose half their output, and one key building is forced to fail mid-storm, so it turns into a repair race. I don’t have a clean ‘power eaten’ number yet, so will probably record that for a future post. Appreciate it!
@arc4g The irony is that we devs need to share progress to build an audience, but doing so can also validate an idea for someone who can clone it faster 😢
The answer can't be “never show your game until it's released.” That would kill a big part of indie gamedev culture.
@trys_____ Looks pretty good already! Perhaps the splash needs to go more outwards? ie following the momentum, and perhaps in bigger chunks, since it atm looks like rocks have been thrown in directly from the top. Just my opinion though!
Gave Kosmograd a new main menu.
You now start in the cockpit of the mothership, looking out over the moon colony.
Also redesigned the quest windows for better UX: less flashy, but much more motivating imo