legally this is a sequel to Dust Settlers, a game i made around a year ago, but the gameplay is pretty different! weirdly this was inspired by the same thread of ideas that led to Lil Kobold's Big Stew, but yea just went to a very different place. In SUPER Dust Settlers, you terraform a planet .... by collecting resource cards. It's almost a city builder, but there's a very very light ecological sim that pushes things around some...
UPDATE: redesigned some of the training missions and rewrote some of the mission prompts. No changes to the main game mode or ecology mechanics. Hopefully made some of the core concepts easier to pick up without spoiling the fun of figuring out how the ecology works!
Played the whole game in one sitting, lost a few games, first with sunken ruins, then due to no seed renewal or no heat to dry sunken ruins, and finishes with an eco index of 37. It was fun to play, but I really didn't get a lot of the mechanics, despite having finished the game once.
i think despite all my efforts there's still some obtuse stuff squirreled away in this one! i am already thinking about trying to update the training missions over the winter break
Once figuring out a bit of the rules, I found occupying the entire board be much more difficult than the previous version.
Edit: one more strategy adjustments to mount 500+.
Edit 2: got the luckiest run of 600+:
i feel like anything over 200 is pretty great, i never even cleared 300 while developing !!
Rules and techniques possible for those just finished training and go for the campaign mode:
ahhhh awesome post, very thorough and accurate, thank you !!
Phew OK! I redesigned some of the training missions and rewrote some of the mission prompts. No changes to the main game mode or ecology mechanics. Hopefully made some of the core concepts easier to pick up without spoiling the fun of figuring out how the ecology works!
Super dust ?
Misunderstood objectives.
Planned terraforming.
716, could have gotten 717 with better planning and parity handling near the end.
Start was almost ideal with a ruin in a corner. In theory, with lots of patience, potential for 6 more points if the lake had been on a border, or 10 more if on a corner (not sure the RNG allows it).
[Please log in to post a comment]






