How to increase the crew?
Thanks, nice indie game.
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How to increase the crew?
Thanks, nice indie game.
I found one more crew lvl at planet lvl 2 with distress signal, you use engineer at a special place on the planet to find one extra.
Overall I think this is an interesting game that, with some tweaks, could be wonderful. With no tutorial, it only took me one failed mission to understand everything about the game. (I will say, a tutorial level would probably make it more accessible to people who haven't played an RTS or MOBA before.) That speaks to a simplicity of design that I really appreciate. The enemy design is simply fantastic, and learning the strategies to kite or dodge enemy attack patterns is very fun. I also really like that your attacks are projectiles as well, meaning that they can be blocked if you aren't careful. The overall look of the game is gorgeous, though by the midpoint I was starting to feel like the procgen was showing its seams a little bit.
I think the game could really benefit from some anti-frustration mechanics. For instance, take the choice of whether to build an auto-harvester for an ore node with 29 ore in it. Since the extractor costs 25, this deeply cuts into the player's income. Thus, you have to spend a good amount of the game doing not much at all, since the harvester crew type is easily the least interactive.
I understand that the systems exist to urge players not to invest everything on one planet; you need to get in, and get out, not try and hold out forever against the enemies. But if that's the case, why have the engineer class at all? I have thus far not encountered a time where it felt like building a turret or harvester was the correct choice, which is sad, because they seem like such an interesting part of the game. (It's entirely possible that once I buy the upgrades for them, or if Ore starts being more plentiful, I'll find them more useful, we'll see.)
My first thought, and this is not playtested at all, is that I would allow engineers to "salvage" a building, returning ~80% of its cost. That way, putting down a building costs 5 ore as long as you can defend it until you scrap it, which makes them much more economical. So it's expensive to use turrets as a sacrificial piece, but if you can ensure they survive, they're worth it. This also has the added benefit of making extraction exciting; if most of your Ore is tied up in buildings, you need to hold out until you can liquidate your investment before you get offworld.
I'm curious about your thought process for some of the upgrades. While there are simple health and damage upgrades, other upgrades completely change how the classes are played. The medic upgrade turns them from a slow way to recover after a fight into a valid choice in the midst of battle, which was really interesting.
Overall, I think this is a neat game! Thanks for being a part of the racial equality bundle; excited to follow your other games in the future!
Thanks for the feedback!
I agree with the lack of a tutorial, but about everything else, did you actually beat the game? A lot of this is addressed the further you go.
For instance, take the choice of whether to build an auto-harvester for an ore node with 29 ore in it. Since the extractor costs 25, this deeply cuts into the player's income.
Don't build extractors for any deposits <40, or maybe <50, ore. If you want to go for 100% clean planets with no losses, you eventually must rely on extractors, especially for deposits >80.
I have thus far not encountered a time where it felt like building a turret or harvester was the correct choice, which is sad, because they seem like such an interesting part of the game.
I think you definitely have not beaten the game yet. If you can leave every planet without turrets with zero losses + 0 deposits left, you're unbelievably good or got insanely far den spawns.
I'll revisit it! You're right that I didn't finish it. I got like halfway through and had 4 crew, but I wasn't getting every ore node on every planet, once it got to a high enough threat level that I couldn't defend the base and gotten enough for some new upgrades I went to the next planet.
I love the concept, but it could be much much more better if it is polished.
Is there a guide somewhere? There is no tutorial, and stuff like the auto resource extractor is just a waste of resources, at least early on. I also wonder if it would be better if there was at least a small chance to get resources off of killed monsters? There is little reason to kill them ever.
There's no guide apart from reading comments here, probably.
The extractor is best deployed on deposits >100.
Enemies don't drop loot when dying; any resources you may have seen were already sitting loosely on the ground around them. It's up to you to gauge whether it's worth going after them.
All of the resources are optional and are only there to prepare your crew for the final level.
Good Game, but please add more content like more Upgrades for the Defense towers, balance a little bit the Mobs and let us destroy the Spawnpoints of the Aliens.(add some little Houses etc.)
This is not a $15 game. No tutorial or help, nothing is explained. Limited minimap, limited tech tree, no story. Random generation can put the enemy spawner right next to the ship and you can not destroy it.
Starcraft Remastered is $15. That game has 3 faction with their own units and tech trees, a story, and a lot more. If you are looking for a RTS buy that instead or some other game.
Dude its free
It's on sale now. The regular price is $15. There are games with far more content and polish for that price.
Dude, this is one developer putting in a lot of time and effort. While I agree the price isn't the best, you can't compare a billion dollar company to a indie developer. They can afford to price it relatively cheap.
Even compared to other indie / small developers this is low content. Thee are a ton of free web games that have more content: Epic Battle Fantasy series of games. GemCraft series of games. Cookie Clicker. Cursed Treasure series of games. Stellar Squad, Kingdom Rush series of games. Rebuild. Creeper World series. Also there are many small / indie developers who have made paid games with more content: Terraria. Stardew Valley. Night in the Woods. Oxenfree. FTL: Faster Than Light. The Binding of Isaac. Deeponia series of games. Celeste.
You can go down the list then: there are literally thousands of games out there that charge as much as or higher than From Orbit that don't even have half as much content. Go rail on them.
You should also only be referencing games that were made by one person. Deponia was made by a 90-employee company. Not all devs can be one-hit wonders like ConcernedApe behind Stardew Valley, nor should they be expected to.
That said, I agree that From Orbit is overpriced for its content. I thought the black hole at the end of the system map was just one segment of eight, but that was the end of the game. So, I'm glad I was able to play it at no cost, but I'm also not complaining.
Is there any tutorial? I feel completely lost.
This game is sort of a hybrid of tower defense + real-time strategy. Have you played any of these types of games?
You have four workers who can morph between different roles, whose descriptions show when you hover your mouse over them in the top-left. Type 1 is the Defender, the only one who can attack enemies, for example.
Use the workers to harvest as many resources as possible across the planet. Have them attack enemies, heal each other, and build turrets/repair the ship as needed. Don't lose your ship and try to not let anyone die. Build one turret next to your ship per (threat level - 1). Then at the system map, use the resources you gathered to upgrade your stuff.
I would prefer a sandbox mode but really good
Honestly a great RTS, Could use some polishing in my regard
The graphics and music are beautiful but it desperately needs a tutorial. You can't just throw players into the deep end and expect them to know what to do!
is it mp?
A solid game that I've reviewed in my latest video!
Jump to 3:24 for the review!
Great game, love to see its made in unity. Kinda wish there was a tutorial level, but its not to hard to grasp
Hey I bought the game on Steam sale but want a copy for my linux laptop. Hope you don't mind me not paying here. Love the art style.
I use linux too, but im having problem running the game, can you help?
Nice game, great job ! Can you take off with more than 4 crew members ?
Nope. It's mentioned somewhere in the game that the spacecraft can only hold four (if you mouse over the bottom-left buttons while on a planet).
Really like the look and feel of the game, but I can't seem to get any sound. Playing on Linux through the itch store.
this games looks realy cool but how do you play it and what are the controls
WASD, number keys, and the mouse. You should already be familiar with real-time strategy and tower defense games for the most optimal experience.
Muy buen juego. Very good Game. Lo amo. I Love From Orbit
Very cool FTL-like!
Thank you for the detailed feedback!
Absolutely. If a good game goes on a giveaway, and I still can't afford to tip, then a thorough review is the bare minimum with which I should reciprocate. Further thoughts now that I beat it:
Despite these little matters, it is a cool game and a very interesting take on the tower defense genre! The closest thing I can think of that I've also played is Infested Planet (in which the focus is to destroy those enemy spawn points outright, before they overwhelm you!).
Nice looking game ,thanks !
I don't know the game , but the shader is amazing
Very fun game. I highly recommend it. Here is my let's play of a prerelease version: