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Cool math games slipways4/29/2023 The early game is primarily about building up a profit center. This would help with strategy in a broader sense by setting expectations about roughly what kind of economy an area would suppprt. This will help with the information shortage and make probes more of a "use sometimes" decision when you aren't satisfied with the options you get automatically or have leftover time in the year.Īlternately if there were space to do it, I recall the Master of Orion series had a mechanic to let you guess at planet types based on the color of the star, before visiting the system. I suggest making it so that each new settlement automatically reveals some more map information - one nearby planet or perhaps a small radius. So you just have to have the luck of a perfect early-game setup close to your starting point or there's no way of catching up, and that risk continues until you have enough technology to force the map into your desired strategy. You have to spend a lot, both in game time and money, just to have the chance of a possibly good position, and the first tier techs are very limited in how well you can react to different setups. The game effectively punishes you for trying to engage in gradual expansion at this difficulty by giving a really low profit on the majority of routes, but if you try to be choosy and build very little to hold out for the "good routes," the costs are too high to make it work. I have been trying for higher scores on Tough but I keep running into early difficulty that feels unfair because of the game's limited-information map. It shouldn't influence happiness at all, but I'm not sure if that's what you were referring to - if you can elaborate on what the problem is, maybe I can fix it/explain it better. The processor needs one unit of "lifeforms" to start making one unit of "food". The text is there for a bit of extra flavor and explanation as to why the planet transforms that specific thing into that specific thing. I made an effort make the sillhouetes distinct, but it was pretty hard to do given the restrictions - seems I did not succeed fully. That said, the full version might have a tech that'll let you tear down slipways.Īs for the ore/chip icons being similar, I tried my best in the 5x5 space alloted. Not being able to delete a slipway is a deliberate choice - it forces more careful planning of the routes you do want to support (which makes others impossible). The right-click thing is only fixable on the web player front - if you prefer to play in-browser, the itch.io version doesn't have this issue. Make the biggest, baddest, most prosperous empire possible! And do post your scores in the thread! :)Įven heroes have to compress! But yeah, the code is minified, and most of the strings are stashed into the map ). Click the heart symbol to check your score. Research technologies from the top-left corner. Buy structures by dragging them from the bottom-right corner. Try to connect planets that make stuff with planets that need it. Drag from planet to planet to connect them with a slipway. Then click and drag to find some planets, which you can colonize with your chosen industry type. Click to drop a wormhole that will become your starting point. Oh, wait, so you'd like to know how to actually play the game? There is an animated quickstart guide, but here is the shortest possible text summary:ĭrag the map around using the right mouse button or the SDFE keys. Alternatively, you can scroll around with SDFE or arrow keys. You won't have this problem when playing on itch.io or inside PICO-8. You can drag the map around with the right mouse button, but that doesn't work on the BBS (since the browser's context menu will pop up). So, here is the final PICO-8 version of SlipWays! Slipways is now part of the PICO-8-gone-commercial club! You can find the grown-up version of Slipways on Itch or Steam!
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