HQ on Patreon which is really worth seeing because JPG compression is gonna massacre the glitchwork I did LOL
As I mentioned in a previous post I've had trouble finding my mojo after my last game and that's led me into making a bunch of prototypes. I've jump-started the engines a bit with game jams and I think I have something solid now I could even start dev logging about, but before that I thought I'd explore some of the ideas I abandonded or iced.
(Also most of the art is kitbashed from the free asset store. The individual parts are fine, no judgement, but together it does look like soup)
Factoriods or Facteroids, depending on where you want to splice those words, was taking asteroids (or more specifically super stardust (or more specifically super stardust HD)) and pairing that with automation.
The general flow is the player's ship blows up asteroids, and later baddies, which scatter materials everywhere. The ship has various smelters, crafters and research slots that can turn these into intermediary parts, ammo and upgrades, with the input taps escalating further into the game.
The ship starts off with an infinite mining laser and ramps up from there. Hopefully having a big sense of escalation when they're later burning through tens of materials a second like the TF2 heavy minigun (plus it means they cannot softlock)
It sucked, though. And there are some big issues.