this post was submitted on 10 Jun 2026
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I don't have too much time today so sorry if it isn't thorough but I took a quick break from some other things to do the tutorial.
Thoughts (mostly general):
I felt the claws of the city building loop sink into me like a great and horrible ghost. This is good. Any game can have technical issues or technical successes but something this simple this early having pull from a loop is a great place to start.
The visual aesthetic is very very nicely matched with narrative and gamepkay. The 90's graphics on the moon with the late Soviet Tech is a natural pairing and I can tell you put a lot of effort into the sfx. It really does remind me of that era of RTS and in a way it kind of seats me into the perspective of an alt-history Soviet city planner looking at a top-down view of what they have to do. Thas swag. ๐
-The tutorial is effective for how brief it is. Nice job with the contextual triggers for steps.
-You kept a lot of control conventions with RTS's I was familiar with already. I could feel myself trying to do certain actions and was thinking "okay good" when I saw that they worked. Smooth.
-I'd love to see the energy something is going to take up before I build it too. That was something I wish I could plan for.
-Love the models and the shader that makes them look like sprites. Whatever you did for the LoD logic helps sell that too and it's fun.
-This reminds me a lot of Per Aspera and that's cool. That game also takes place at this level of management. I think if you do that but dedicated more to production-chains I think would differentiate this game enough for me to get something new out of the experience. (Per aspera isn't really the most re-playable imo) Seems like you're leaning into that more which is good ๐๐๐
-Can tell there's lots of polish and other things to dial-in but some of the other comments talk about that already.
Might come back later to look at it more but I wanted to make sure you were properly complimented on finding a good vibe and creating a compelling gameplay loop. That's literally the hardest part and you have it down.
Very nice work, comrade!
Thank you. I had a lot of goals with this project and vibe curation was a big one. I'm glad that people are able to see what I was going for. Thank you for the kind words.