This is interesting, it has a neat aesthetic and shows the basics of a trade sim. In my first play through it wasn't too difficult, and after a few minutes I was able to purchase all the upgrades and have several thousand in Chronocoins left over. Second time I tried being more aggressive in getting the best prices but ended up with no money or cargo. The key seems to be focusing at first on fuel management and deals available on closer planets. After getting some upgrades it's easier to travel where ever the best deals are, which for me ended up being the outer planets trading chemicals and ore. Fuel was really cheap out there too.
A bug I noticed was that sometimes when using the arrows to page through planets it would stop on PLANET and wouldn't go anywhere else until I clicked a planet directly.
How are prices determined? Is it random or do some planets trend towards certain prices? I'm curious as to how other trade sim games handle prices and want to gain some perspective since I'm currently working on my own game.
Thanks for the comment. I'm glad you liked the aesthetics. I meanly went with the black and white look, because as part of the game jam this was made for they had extra challenges and one of them was to only use one color. This also allowed me to spend less time on the art and more on the programming. Because of the time constraints I didn't have that much time to balance the game, I wasn't able to find a way to force a more interesting trade patterns. I am not really happy with how the difficulty works, as that the game gets easier the longer you play.
As for the bug, this was one of my first programming projects so the fact that you only found one is good. I even found a few that I have never seen before today when I was looking at the code.
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Why can this game track my real life location?
This is interesting, it has a neat aesthetic and shows the basics of a trade sim. In my first play through it wasn't too difficult, and after a few minutes I was able to purchase all the upgrades and have several thousand in Chronocoins left over. Second time I tried being more aggressive in getting the best prices but ended up with no money or cargo. The key seems to be focusing at first on fuel management and deals available on closer planets. After getting some upgrades it's easier to travel where ever the best deals are, which for me ended up being the outer planets trading chemicals and ore. Fuel was really cheap out there too.
A bug I noticed was that sometimes when using the arrows to page through planets it would stop on PLANET and wouldn't go anywhere else until I clicked a planet directly.
How are prices determined? Is it random or do some planets trend towards certain prices? I'm curious as to how other trade sim games handle prices and want to gain some perspective since I'm currently working on my own game.
Thanks for the comment. I'm glad you liked the aesthetics. I meanly went with the black and white look, because as part of the game jam this was made for they had extra challenges and one of them was to only use one color. This also allowed me to spend less time on the art and more on the programming. Because of the time constraints I didn't have that much time to balance the game, I wasn't able to find a way to force a more interesting trade patterns. I am not really happy with how the difficulty works, as that the game gets easier the longer you play.
As for the bug, this was one of my first programming projects so the fact that you only found one is good. I even found a few that I have never seen before today when I was looking at the code.