Synthesizers can only supply a missing need (people don't want fake synthesized versions of the things they're already getting ;). So, doesn't look like a bug this time around, at least doesn't look so from the screenshot - but I understand it's a bit confusing since this is not explained ingame.
Synthesizers are definitely weird. I made one and connected it to an organics lab (which didn't work.) Then I connected it to an organics-requiring planet. The synthesizer showed it was producing organics, but it was supplying them to the lab instead of the planet.
Synthesizers are not broken, they always work. It's just that they cannot give something to a planet that already receives that material. For instance, if a Bot--> food world receives one bot, one organic, and exports three food, synthesizers won't work, because the resources it desires are already being provided, but it wants more.
Example of it working is a hive world that receives nothing. Plug in a synthesizer, and it receives food. If they worked the other way, they would be ridiculously overpowered, was a really balanced build.
Well done :) PICO-8 integers top out at 32767, so without special tricks that's the highest score it'll display. Looks like yours was 33001. Will be harder in the PC version, we'll top out at 2 billion there ;)
Love the game, man! Hope that didn't come off wrong, I wasn't complaining about the integer overflow. I cannot wait until I have a real PC to download steam and get the real version!
I didn't record it or anything, but I have a few tips and tricks if you'd like.
I always start in the center of the map, and look around for Remnant, a planet you can use bots --> food (Ocean, Earth), and another Earth (humans). I then look for a xeno planet to supply the bot planet with organics. From then on, the main strategy is not wasting a single month.
Where most of the points come from is what I like to call Forge Cycles. With these, you need to construct a trail of slipgates that connects two mineral planets (bot mining), four forge planets, (Replication is huge), one making tech and three making bots. Leave an open slipgate to split into two seperate labs to get a huge +10 science boost. Another option is also including an ice planet, not a gas giant. In that strategy, you'll have more happiness but only a +5 science boost. One forge cycle gives roughly a 200 economy boost, and you can usually find 2-3 forge cycle opportunities per map. Never waste a single mineral planet, nor a gas giant! (I'll explain in a second.)
A science boost trick is always using food/organics, besides science from forge cycles. In the years waiting for the technology and money you need for forge cycles, you find pairs of Earths + forests/ocean. If multiple appear close together, you cannot take two resources from the same planet, but with the building that makes organics into food, you can. If you take three of those from the same planet, you can lead them all into one lab.
When you are approaching the end and you have used all of the mineral planets, begin turning every gas giant and, if there is one extra mineral planet, that too, into stars. Run each star into two ascension gates. Maybe you won't get all of them before time runs out, but grab as many as you can.
Lastly, the science you want is Space folding, bot mining (I forgot the name), slipgates, replication, autoassemblers, Infraspace/Starbirth (get both, order doesn't matter, though,) time compression, and then go from there, trying to get ascension gates at some point.
Another great run! Real score was 33,631, if I did the math right. At this point for me, it is definitely RNG on the planets, and yet I still play. I love the game, Jakub!
I got a higher score than usual using a slightly tweaked version of your strategy.
Instead of connecting a hive, hive/ocean, remnant, and xeno together as you described, I find it way easier to connect a hive, ocean/hive, and remnant together.
I don't know if I'm dumb or what, but every time I try the four planet way, I always mess up with how to connect the planets
Brilliant game. Really like. This is my best result in a week of playing. If it hadn't been for a miss click, it would have been a world record, but no. Aizakle is the best when looking at the comments below.
It's a Pico-8 game. This is its only resolution. That said, the dev is making a higher resolution version. Check it out! https://twitter.com/SlipwaysGame
It's a great game, I wish there is no time limit though. Another is that some of the UI. I wish I can hover on some icon to recall what those resource icons again. Also, I wish that the industry of each planet, at least, for a hefty price.
I wish I can explore more of the tech, but the 25 years makes it impossible for me.
Another is the option to zoom in and out just to plan easier.
No wiki yet, but we do have a Discord with some people capable of 18000+ scores on the highest difficulty and probably willing to talk strategy :) https://discord.gg/qD97EDu
After doing more research, I feel stupid for asking about this. But I now have a new inquiry. As much as I think the new look for the game is cool, I really think of the concept of this game as more chill and retro. If I may ask, do you think there could be a way to revert the new version back to the simple pixelated graphics? Not to offend you in any way but I really prefer them.
The new version is still going to be plenty chill, though definitely less retro :) I'm afraid there is no option of making the new version use pixel art graphics, even though I understand some might prefer it. It'd require making two versions of everything in the game, essentially - which probably wouldn't be a good investment of the development effort as opposed to actually finishing the game :)
Again, not to push you in any way, but what if it had a similar skinning system to osu! or Minecraft, where image assets can be changed or swapped out in the games files (they tend to be in their own separate selectable folders but thats basically it) ? Maybe this could cause interesting skins based on playstyle or color.
Just wanted to echo the other comments that this game is AWESOME! What a great coffee break game.
That said, this really needs an open-ended mode where it doesn't end after a set time! Maybe it's as simple as changing a few lines of code in the PICO-8 source code? (which lines?)
If you'd like to hack the PICO-8 source code (and have access to the .p8), just search for "self.game_end=", though the game is really not designed for infinite play.
The new version will have a longer campaign and probably some kind of infinite mode as well.
I like to start games with a hiveworld Earth-like and breeding on an Ocean/Jungle in my first probe. Using a food processor, I can get both planets content within the first year.
My tech path tends to be Space Folding and Geneseeds for tier 1, Xenofoods and Trading Hubs for tier 2, then Starbirth, Infraspace, and whatever I need at the moment for tier 3.
Geneseeds and Xenofoods are both organics techs, so an organics laboratory will reduce the cost of both Geneseeds and Xenofoods by 1. This way you can rush Xenofoods and use the extra food to colonize Iceballs and Barren planets.
Trading Hubs, Infraspace, and Superhuman AI are all tech techs, so a tech laboratory will reduce the cost of all by 1. Getting Superhuman AI's tech boost early helps a lot, letting you go for an early Time Compression and stock up tech for Ascension, which is where you can really maximize your score.
Thanks a lot! Your advices helped me a lot, but 9000+ planet score is smth unbelievable for me. For example, that's my best run
I think the problem could be in my extensive use of starbirth, that consume a lot of time. And, I also surprised, that you have found infraspace usable (isn't it consume 2 much time?) and don't use void syntethizers (why?).
Void Synthesizers have a couple of key flaws. They can't produce goods, which are critical for elevating colonies from [content] to [prosperous]. They're also extremely endgame, and cannot be used to push planets from [prosperous] to [rich].
On the other hand, Starbirth can be used to push planets from [prosperous] to [rich].
Similarly, infraspace can also be used to move the necessary extra resources to propel planets from [prosperous] to [rich].
I've only discovered this game for like a week, but I'm seriously hooked!
Only complaints that I have is that the icons for the planet types in the research menu tooltips are hard to tell what planet type they are. It's also generally more difficult to distinguish xeno planets from jungle planets. Maybe make the xeno planets purple to help distinguish them from jungle planets and earth-like planets?
Also, it'd be great if you had some kind of guide or wiki to keep track of what structures we can build on what types of planets, and also distinguishing which structures can be built on which planets with which upgrade.
And like other people have said, an endless mode, or maybe a sandbox mode, would be amazing for this game!
Another thing, although this is less about general game design, it makes me kinda sad that you're moving this project to 3D. You have all this beautiful pixel art and animation, so going to 3D feels like putting it to waste. But I'm not discouraging you from going to 3D if you think it makes the game better. I understand it's your game, and you're free to make it however it pleases you.
This game is really fun! The graphics are lovely, gameplay is smooth, and I like how the finite space means I can play a quick game without it lasting forever. Great for a quick break.
Over time I've found many of the "feedback loops" and I'm sure there are more to be discovered. Lots of complexity despite the simple game mechanism.
Looking forward to updates and will happily buy the expanded PC version. Keep up the great work!
Hey Jakub, enjoy this game so much. I bought the Mac version - then sadly realized it will not work with Catalina :/. Are there any plans to fix this? Only 5 bucks, but still, I would love to play the real version. Glad to contribute to the development.
Hey, sorry for that. I updated the downloadable Mac app to support 64-bit, which means it should theoretically work on Catalina now - but I can't check myself, since my only Apple computer is still on Mojave. Let me know if you have any more trouble!
And your contribution is much appreciated - what helps even more than money is knowing that people enjoy the game and are looking forward to the sequel :)
Ah great! Yes, it works, thanks so much. I thought there was an extended/expanded version? But this looks the same, just opens full screen as an app. Is that correct? Is there another version I missed? Anyway looking forward to an update for sure. Really enjoy playing.
The new, expanded version is still under heavy development. You can track it's progress on Twitter (https://twitter.com/SlipwaysGame) and find out more about the plans at https://slipways.net. So I'm afraid it's not available for download or purchase yet - but I'm working on that! :)
I'm sorry if the page is somehow unclear - but this itch.io page and all the downloads on it are for the original, PICO-8 version of the game.
Pretty fun game! At first I was a bit confused on all the different planet types, but this game has proven to be quite gripping. Is there a tech map somewhere, where one can see the upcoming technologies?
Unfortunately no, unless somebody made a fan version - you'll have to explore on your own! :) There are four tech levels, you can get 2/2/3 from the first three, and all five from the last level (if you can afford them).
looks like there is no offline demo mode for this one I tried to download all i got was a picture! LOL! It was a .png file! why even let us download it? It would have been faster if they just said no way to play offline Unless you buy the pico 8 program! What a shame :(
The full PC version is something I'm still very much working on, and isn't available for order yet - that one is definitely going to have an endless mode, plus gobs of other improvements.
The Windows etc. versions for download on this page are just the same as the web version, but wrapped as a standalone app for convenience.
No, this page is only for the PICO-8 version, which is what you get for buying on itch.io right now.
The "big" PC version in development is not available to purchase yet - the earliest opportunity to buy it will be during crowdfunding early next year. Hope that clears it up!
Yes, thank you very much, I really enjoy your game, i find it strangely relaxing and yet addicting, bought this version and am looking forward to see what the pc version will have in store!
Once again sorry for the mistakes if they are any.
Everything is great except for the lack of a sandbox mode. I think the difficulty could do with a bit of work too. Maybe it's just my lack of skill though. I love this game though.
Very excited to hear about your renewed effort to work on the PC version of this game! I wanted to mention that the link to your Patreon account above doesn't take me anywhere useful, just to a list of things you've supported. Are you accepting donations there? I'd also be curious what your funding needs/goals are to continue development on Slipways, in particular if you plan to hire more developers.
Thanks again for a great game! I'd love to see it reach it's fullest potential.
The Patreon is currently suspended - I had a very demanding job which didn't leave me much time for me indie pursuits. Now that I'm back to working on SlipWays full-time, I'm thinking of reactivating it - but haven't done it yet. In any case, I've removed the misleading link from the description, thanks!
Currently, the best way to support the project is to either buy this version, or wait for the Indiegogo campaign and back it then! :)
Don't want to tie myself to specific features yet, but one will definitely be available once the crowdfunding campaign is underway and later during development.
If you're interested in the broad strokes, the first devlog post on the site (https://slipways.net/devlog/01) goes into the goals for the PC version.
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I guess i found bug. Synthetizers sometimes don't work
see screenshot https://itch.io/post/3004039
Synthesizers can only supply a missing need (people don't want fake synthesized versions of the things they're already getting ;). So, doesn't look like a bug this time around, at least doesn't look so from the screenshot - but I understand it's a bit confusing since this is not explained ingame.
Oh I see, thanks for explonation!
Synthesizers are definitely weird. I made one and connected it to an organics lab (which didn't work.) Then I connected it to an organics-requiring planet. The synthesizer showed it was producing organics, but it was supplying them to the lab instead of the planet.
Synthesizers are not broken, they always work. It's just that they cannot give something to a planet that already receives that material. For instance, if a Bot--> food world receives one bot, one organic, and exports three food, synthesizers won't work, because the resources it desires are already being provided, but it wants more.
Example of it working is a hive world that receives nothing. Plug in a synthesizer, and it receives food. If they worked the other way, they would be ridiculously overpowered, was a really balanced build.
Well done :) PICO-8 integers top out at 32767, so without special tricks that's the highest score it'll display. Looks like yours was 33001.
Will be harder in the PC version, we'll top out at 2 billion there ;)
Love the game, man! Hope that didn't come off wrong, I wasn't complaining about the integer overflow. I cannot wait until I have a real PC to download steam and get the real version!
O_o I don't believe. It would be nice to see video replay..
I didn't record it or anything, but I have a few tips and tricks if you'd like.
I always start in the center of the map, and look around for Remnant, a planet you can use bots --> food (Ocean, Earth), and another Earth (humans). I then look for a xeno planet to supply the bot planet with organics. From then on, the main strategy is not wasting a single month.
Where most of the points come from is what I like to call Forge Cycles. With these, you need to construct a trail of slipgates that connects two mineral planets (bot mining), four forge planets, (Replication is huge), one making tech and three making bots. Leave an open slipgate to split into two seperate labs to get a huge +10 science boost. Another option is also including an ice planet, not a gas giant. In that strategy, you'll have more happiness but only a +5 science boost. One forge cycle gives roughly a 200 economy boost, and you can usually find 2-3 forge cycle opportunities per map. Never waste a single mineral planet, nor a gas giant! (I'll explain in a second.)
A science boost trick is always using food/organics, besides science from forge cycles. In the years waiting for the technology and money you need for forge cycles, you find pairs of Earths + forests/ocean. If multiple appear close together, you cannot take two resources from the same planet, but with the building that makes organics into food, you can. If you take three of those from the same planet, you can lead them all into one lab.
When you are approaching the end and you have used all of the mineral planets, begin turning every gas giant and, if there is one extra mineral planet, that too, into stars. Run each star into two ascension gates. Maybe you won't get all of them before time runs out, but grab as many as you can.
Lastly, the science you want is Space folding, bot mining (I forgot the name), slipgates, replication, autoassemblers, Infraspace/Starbirth (get both, order doesn't matter, though,) time compression, and then go from there, trying to get ascension gates at some point.
Sorry for the long post, but I hope this helps!
I start the same, but try to get many population and then convert in to ascension gates. And i was wondered to see that you have only 1040.
Your "forge cycle" is very interesting have to try it.
Big thank for your tips.
I guess i have to waste some weeks to fulfil this strategy. lol
p.s. I think it would not work in tough mode
practice :)
minimal population
synthetizers bug ruined my record
Another great run! Real score was 33,631, if I did the math right. At this point for me, it is definitely RNG on the planets, and yet I still play. I love the game, Jakub!
It's scandalous! Try to break my record on "tough" https://itch.io/post/2292605 :)
my best for now if somebody cares ))
I got a higher score than usual using a slightly tweaked version of your strategy.
Instead of connecting a hive, hive/ocean, remnant, and xeno together as you described, I find it way easier to connect a hive, ocean/hive, and remnant together.
I don't know if I'm dumb or what, but every time I try the four planet way, I always mess up with how to connect the planets
Looks like that's the best result ever in forgiving mode
Still can't believe that I was able to do it
![](https://img.itch.zone/aW1nLzU0OTkwNjIuanBn/original/%2FL7O%2Bu.jpg)
Woot!
Time to tackle the harder modes, maybe? :)
Kinda wish there was an option for no timer
This game is so good! This pico8 version is pretty neat, and the Steam demo was awesome. Really looking forward to play it on Q2! <3
Can we delete trade routs and converters?
I guess no. Look at my result at "tough" who can do better?)
![](https://img.itch.zone/aW1nLzUwNTM2MjQucG5n/original/%2BgCoUE.png)
Hi Jakub, looks great for one man project! I love space thematic. Going to check your Steam page.
I loved taking over the universe. Looking forward to the full game!
you should consider higher resolution - the screen is fustratingly small :)
Love the idea thou
It's a Pico-8 game. This is its only resolution. That said, the dev is making a higher resolution version. Check it out! https://twitter.com/SlipwaysGame
this happenned while playing in browser...
btw the game is neat, I love it, I hope I could buy it and play it in an app...
It's a great game, I wish there is no time limit though. Another is that some of the UI. I wish I can hover on some icon to recall what those resource icons again. Also, I wish that the industry of each planet, at least, for a hefty price.
I wish I can explore more of the tech, but the 25 years makes it impossible for me.
Another is the option to zoom in and out just to plan easier.
Looking to see more updates ^^
time limit makes game challenging try to get best in limited time and you'll get the idea
Is there a wiki for this game? I want to learn some new strategies.
No wiki yet, but we do have a Discord with some people capable of 18000+ scores on the highest difficulty and probably willing to talk strategy :)
https://discord.gg/qD97EDu
I'd really like a sandbox mode that has no time limit. Love this game, but I wish I could experience more of the game than just 25 days
The new PC/Mac version should have this as an option :)
After doing more research, I feel stupid for asking about this. But I now have a new inquiry. As much as I think the new look for the game is cool, I really think of the concept of this game as more chill and retro. If I may ask, do you think there could be a way to revert the new version back to the simple pixelated graphics? Not to offend you in any way but I really prefer them.
The new version is still going to be plenty chill, though definitely less retro :)
I'm afraid there is no option of making the new version use pixel art graphics, even though I understand some might prefer it. It'd require making two versions of everything in the game, essentially - which probably wouldn't be a good investment of the development effort as opposed to actually finishing the game :)
Again, not to push you in any way, but what if it had a similar skinning system to osu! or Minecraft, where image assets can be changed or swapped out in the games files (they tend to be in their own separate selectable folders but thats basically it) ? Maybe this could cause interesting skins based on playstyle or color.
Fellow osu players are every where
ETA?
Underrated Game for relaxation
The splore version does not seem to work in pico-8 0.2.1b. Crashes with a runtime error.
0.2.1b had a bug that causes this - I reported it and it's already fixed in PICO-8 0.2.1c, though I'm not sure if this version is out yet.
My first 3 stars! (On forgiving). This is my fave go-to both to relax and refocus.
Why ESDF instead of WASD?
Limitation of PICO-8 (ESDF are the 'player 2' keys).
Interesting, thanks for the insight
Just wanted to echo the other comments that this game is AWESOME! What a great coffee break game.
That said, this really needs an open-ended mode where it doesn't end after a set time! Maybe it's as simple as changing a few lines of code in the PICO-8 source code? (which lines?)
If you'd like to hack the PICO-8 source code (and have access to the .p8), just search for "self.game_end=", though the game is really not designed for infinite play.
The new version will have a longer campaign and probably some kind of infinite mode as well.
Thanks for responding! What's the license for the .p8 files that's included here? GPLv3?
I'd totally back a new version if it's got a more open-ended mode!
An option to zoom in and out, at least at the end of the game, so you can take a step back and look at your production loops would be nice.
Nevermind I just remembered this is pico-8 and there's limited pixels
Well, there is always the new thing: https://twitter.com/SlipwaysGame :) No problems with pixels there ;)
Oh the twitter is getting updates now!
Looks very cool! I love the pixel graphics, cannot wait to give it a try.
The culmination of my ~2 years of playing.
Perfect 5-stars! Can you share some of your strategies? I've never been able to go about 8000 points.
I like to start games with a hiveworld Earth-like and breeding on an Ocean/Jungle in my first probe. Using a food processor, I can get both planets content within the first year.
My tech path tends to be Space Folding and Geneseeds for tier 1, Xenofoods and Trading Hubs for tier 2, then Starbirth, Infraspace, and whatever I need at the moment for tier 3.
Geneseeds and Xenofoods are both organics techs, so an organics laboratory will reduce the cost of both Geneseeds and Xenofoods by 1. This way you can rush Xenofoods and use the extra food to colonize Iceballs and Barren planets.
Trading Hubs, Infraspace, and Superhuman AI are all tech techs, so a tech laboratory will reduce the cost of all by 1. Getting Superhuman AI's tech boost early helps a lot, letting you go for an early Time Compression and stock up tech for Ascension, which is where you can really maximize your score.
Thanks a lot! Your advices helped me a lot, but 9000+ planet score is smth unbelievable for me. For example, that's my best run![](https://img.itch.zone/aW1nLzM3NDY2NDguanBn/original/kpoYhs.jpg)
I think the problem could be in my extensive use of starbirth, that consume a lot of time. And, I also surprised, that you have found infraspace usable (isn't it consume 2 much time?) and don't use void syntethizers (why?).
Void Synthesizers have a couple of key flaws. They can't produce goods, which are critical for elevating colonies from [content] to [prosperous]. They're also extremely endgame, and cannot be used to push planets from [prosperous] to [rich].![](https://img.itch.zone/aW1nLzM3OTY5MDkucG5n/original/nIOjXu.png)
On the other hand, Starbirth can be used to push planets from [prosperous] to [rich].
Similarly, infraspace can also be used to move the necessary extra resources to propel planets from [prosperous] to [rich].
Respect ))
Feels good. Great game, mate.![](https://img.itch.zone/aW1nLzMxNTY5MjIucG5n/original/67eFsb.png)
Omg you did better on "tough". Genius game![](https://img.itch.zone/aW1nLzQ3NjQ0NDAucG5n/original/B8rwFz.png)
I've only discovered this game for like a week, but I'm seriously hooked!
Only complaints that I have is that the icons for the planet types in the research menu tooltips are hard to tell what planet type they are. It's also generally more difficult to distinguish xeno planets from jungle planets. Maybe make the xeno planets purple to help distinguish them from jungle planets and earth-like planets?
Also, it'd be great if you had some kind of guide or wiki to keep track of what structures we can build on what types of planets, and also distinguishing which structures can be built on which planets with which upgrade.
And like other people have said, an endless mode, or maybe a sandbox mode, would be amazing for this game!
Another thing, although this is less about general game design, it makes me kinda sad that you're moving this project to 3D. You have all this beautiful pixel art and animation, so going to 3D feels like putting it to waste. But I'm not discouraging you from going to 3D if you think it makes the game better. I understand it's your game, and you're free to make it however it pleases you.
you should make a mode were it extends forever by a randomly generated thing and make the thing endless so theres no limit
This game is really fun! The graphics are lovely, gameplay is smooth, and I like how the finite space means I can play a quick game without it lasting forever. Great for a quick break.
Over time I've found many of the "feedback loops" and I'm sure there are more to be discovered. Lots of complexity despite the simple game mechanism.
Looking forward to updates and will happily buy the expanded PC version. Keep up the great work!
Hey Jakub, enjoy this game so much. I bought the Mac version - then sadly realized it will not work with Catalina :/. Are there any plans to fix this? Only 5 bucks, but still, I would love to play the real version. Glad to contribute to the development.
Hey, sorry for that. I updated the downloadable Mac app to support 64-bit, which means it should theoretically work on Catalina now - but I can't check myself, since my only Apple computer is still on Mojave. Let me know if you have any more trouble!
And your contribution is much appreciated - what helps even more than money is knowing that people enjoy the game and are looking forward to the sequel :)
Ah great! Yes, it works, thanks so much. I thought there was an extended/expanded version? But this looks the same, just opens full screen as an app. Is that correct? Is there another version I missed? Anyway looking forward to an update for sure. Really enjoy playing.
The new, expanded version is still under heavy development. You can track it's progress on Twitter (https://twitter.com/SlipwaysGame) and find out more about the plans at https://slipways.net. So I'm afraid it's not available for download or purchase yet - but I'm working on that! :)
I'm sorry if the page is somehow unclear - but this itch.io page and all the downloads on it are for the original, PICO-8 version of the game.
No worries. Looking forward to the next version!
Pretty fun game! At first I was a bit confused on all the different planet types, but this game has proven to be quite gripping.
Is there a tech map somewhere, where one can see the upcoming technologies?
Unfortunately no, unless somebody made a fan version - you'll have to explore on your own! :) There are four tech levels, you can get 2/2/3 from the first three, and all five from the last level (if you can afford them).
looks like there is no offline demo mode for this one I tried to download all i got was a picture! LOL! It was a .png file! why even let us download it? It would have been faster if they just said no way to play offline Unless you buy the pico 8 program! What a shame :(
Pico-8 games are stored as a .png file.
Im considering buying the windows version, is there an endless mode in it?
The full PC version is something I'm still very much working on, and isn't available for order yet - that one is definitely going to have an endless mode, plus gobs of other improvements.
The Windows etc. versions for download on this page are just the same as the web version, but wrapped as a standalone app for convenience.
i failed on forgiving ):
Really fun game! I wish I could cross warp paths.
Runs really smooth. No bugs. Thanks for making playable in-browser.
You can, with the right technology - though it takes some doing to invent it :)
Lovely game! I hope the full version turns out just as charming. Also thought I should share this score:![](https://img.itch.zone/aW1nLzI3NzA0MjAuanBn/original/FWsPub.jpg)
What difficulty dude?
Forgiving. It says on the top of the score page. I found the harder difficulties interesting to get through but not as fun for score runs.
It would be nice to be able to save your finished games so you can look back at them later and admire how well you did
Hello, so, is the Pc version buyable here the one wich is gonna get updated like mentionned? Sorry if there are mistakes, english isnt my main tongue.
No, this page is only for the PICO-8 version, which is what you get for buying on itch.io right now.
The "big" PC version in development is not available to purchase yet - the earliest opportunity to buy it will be during crowdfunding early next year. Hope that clears it up!
Yes, thank you very much, I really enjoy your game, i find it strangely relaxing and yet addicting, bought this version and am looking forward to see what the pc version will have in store!
Once again sorry for the mistakes if they are any.
Everything is great except for the lack of a sandbox mode. I think the difficulty could do with a bit of work too. Maybe it's just my lack of skill though. I love this game though.
Very excited to hear about your renewed effort to work on the PC version of this game! I wanted to mention that the link to your Patreon account above doesn't take me anywhere useful, just to a list of things you've supported. Are you accepting donations there? I'd also be curious what your funding needs/goals are to continue development on Slipways, in particular if you plan to hire more developers.
Thanks again for a great game! I'd love to see it reach it's fullest potential.
The Patreon is currently suspended - I had a very demanding job which didn't leave me much time for me indie pursuits. Now that I'm back to working on SlipWays full-time, I'm thinking of reactivating it - but haven't done it yet. In any case, I've removed the misleading link from the description, thanks!
Currently, the best way to support the project is to either buy this version, or wait for the Indiegogo campaign and back it then! :)
2 things I would to see are a sandbox and/or no "time limit"
PLS!
Both things on the roadmap for the PC version!
Is there a place to see the roadmap by any chance?
Don't want to tie myself to specific features yet, but one will definitely be available once the crowdfunding campaign is underway and later during development.
If you're interested in the broad strokes, the first devlog post on the site (https://slipways.net/devlog/01) goes into the goals for the PC version.