Page 1 of 2 12 LastLast
Results 1 to 30 of 31

Thread: 10 Min Space Strategy

  1. #1
    Broad Band
    Join Date
    Jan 2011
    Posts
    200

    10 Min Space Strategy

    Anyone try this freebie yet? I was browsing over at spacesimcentral and noticed their review for it. 4x space turn based strategy with a number of different races and customization options. Overall I'm pretty impressed by it. Easy to pick up and play, but still fun. Enough strategic depth to keep me interested so far too.

  2. #2
    I thrust game designers Social Worker
    Join Date
    Sep 2007
    Location
    Tu ne cede malis sed contra audentior ito
    Posts
    4,870
    I opened this thread expecting a comment about SAIS ...

  3. #3
    Social Worker
    Join Date
    Oct 2005
    Posts
    3,817
    The level of SAIIS' strategical component/element doesn't merit the latter to be even considered as one.

  4. #4
    Social Worker
    Join Date
    Jul 2007
    Location
    Elverum,Norway
    Posts
    2,757
    Not to bad, there is a certain someone on this forum who might like this.

  5. #5
    Mad Chester
    Join Date
    Apr 2004
    Posts
    1,119
    Um, this is really neat. I think I need to give this little game more credit than I initially was going to.

  6. #6
    Goodluck!!
    Join Date
    Sep 2008
    Location
    Western MA
    Posts
    107
    Thanks for the heads up, this is really cool. I'm getting my head handed to me so far but loving it. Reminds me a little bit of desktop dungeons in a 'distill a complex game down to a simple 10 minute experience' kind of way, although I have had some longer games with this now.

  7. #7
    Social Worker
    Join Date
    Oct 2005
    Posts
    3,817
    Quaint races.
    Humans - ...I know I've seen that face somewhere.
    Amazon - Obviously the portrait art is inspired by WoW; technomages? super-building being named Babylon? Loners and any information on them is scarce? Yeah, their origin is Babylon 5.
    Insectoid - Very much reminds me of that Ch'Ch't race from Deadlock in its perks and description.
    Tentacle - Ur-Quan description, portrait is C'thulhu style.
    Siliconitis - Speaking of Star Control...Mycoon.
    Mechanized Menace - Any warmongerer race in any TBS/RTS/whatever-S game. Portrait reminds me of Bioshock's Big Daddy.


    Post Scriptum,
    Game appears to hate alt tabbing on my machine and promptly crashes. Best anti-cheating mechanism, ever!
    (Actually, it does it when I use the quit button, also.)

    Post Post-Scriptum,
    I resolved that problem by running 10mss_config.exe and saving the configuration (that rendered the spawning of, one could only guess to be previously lacking, a "profile.dat" file in my folder), which I didn't do first before starting to play. I also set the resolution to 1600x1200, same as my desktop. I'm happy to announce it no longer crashes.

  8. #8
    Mad Chester
    Join Date
    Jul 2009
    Location
    Australia
    Posts
    1,491
    Quote Originally Posted by tempus67 View Post
    Reminds me a little bit of desktop dungeons in a 'distill a complex game down to a simple 10 minute experience' kind of way
    For me it brought to mind the way OASIS boils Civ down to its essential elements. Looking forward to spending more time with this. Thanks for the heads up.

  9. #9
    Neo Acoustic
    Join Date
    Apr 2006
    Location
    New Jersey
    Posts
    1,965
    So is there a you win announcement or is it just after you've killed the last AI you get to freeplay?

    Doh! Just hit end turn!

  10. #10
    Social Worker
    Join Date
    Oct 2005
    Posts
    3,817
    I could find out for you, give me five minutes to make an intentional rush and bash through the remainders of the enemy.

    By the way, why my game has three 'earth's? One I start the game with as my humanoid homeworld and two more that I found in the corner of the map, one right next to the other...someone messed up. ;)

    The game can actually last long if you do a custom full size map.


  11. #11
    Social Worker
    Join Date
    Oct 2005
    Posts
    3,817
    Update: There were actually FOUR "Earf"s, found another one as I made the rush in.

    And after the jump...here's what comes at the next "end turn" click once the enemy has been eliminated:


























  12. #12
    Social Worker
    Join Date
    Jun 2003
    Location
    out of body
    Posts
    3,727

  13. #13
    Hustle
    Join Date
    Nov 2007
    Posts
    385
    Ok, I think I'm taking the short bus here; how the heck do I actually, um, move ships and colonizers and things?

  14. #14
    Social Worker
    Join Date
    Oct 2005
    Posts
    3,817
    Left click a stack of ships to divide, then left click the column containing the ships you want to move. Then press the "ok" or whatever button it was. If there are no stacked ships, rather just only a single ship then merely left click on it to select it.
    Then plot a course by right clicking where you want to go and hit right click again on the same spot to execute the route.
    Green Arrows - will move this turn. Red Arrows - will take additional turns.
    Note that, for the most part, the AI doesn't move on its own, so next turn you'll need to keep telling it to move to wherever it was you wanted to move if the route is outside its movement points boundaries.

  15. #15
    Neo Acoustic
    Join Date
    Apr 2006
    Location
    New Jersey
    Posts
    1,965
    Fun little distraction. Missing some of the depth of other "quick" titles like desktop dungeons.

  16. #16
    Neo Acoustic
    Join Date
    Nov 2004
    Posts
    1,783
    I've been playing this on and off today, and dig it a lot. It's not exactly challenging on basic 1 on 1 play, and I wish it had something like a score, but it's neat with all its random elements. The biggest problem is the title - on basic settings, it's absolutely not a 10 minute game. It's getting on for an hour - but shortform 4X is rare enough I can't really care. Definitely worth prodding.

    KG

  17. #17
    Social Worker
    Join Date
    May 2003
    Posts
    2,659
    I really like it. Love the empire tech.

    Sadly it crashes a lot when one of the computer players dies. If they fix that bug it would be a great little game.

    If they put it on the app store I would pay 5 bucks for it, easy.

  18. #18
    hi guys,

    thank you for the feedback and bugreports!
    we're working on a new, bugfree version of the game, it will be released soon.

    10minSS was the title when we started working on a quick, turn-based strategy game, then we implemented a lot of feature and realized that the game became a bit longer than 10 mins :)
    after we released v1.0 is the so-called "final" version, we received a huge amount of emails with thankyou's, greetings, feedback and more ideas. it was great to see that you guys like it much, so we decided to continue developing 10minSS.

    as i wrote it above, you should expect a new version soon! check our homepage for more info! (you can find a link in the first post of this thread, i am not allowed to post links yet :) )

    thank you & greetings,
    .v /the goblin lunatics team :)

  19. #19
    How To Go
    Join Date
    Feb 2003
    Location
    Northern California
    Posts
    11,992
    Reported!

    Ok, not really.

    You guys should make an iPhone version.

  20. #20
    Social Worker
    Join Date
    Oct 2005
    Posts
    3,817
    Sounds like the story of SubSpace. Begun as a test bed for new technology, got lots of feedback and kept adding features, then as were about to close it the player base voiced so loudly that they decided to keep on developing it onto a full product.

  21. #21
    Social Worker
    Join Date
    Aug 2009
    Posts
    4,576
    It's surprisingly interesting for such a simple game, but it really needs a difficulty setting. At present, winning seems very easy, almost trivial, once you understand the rules. Adding more computer players doesn't particularly help, they just end up fighting each other.

  22. #22
    Social Worker
    Join Date
    Aug 2009
    Posts
    4,576
    The game seems to play better when worlds are "rare" (20%). Even on that setting, there isn't a lot of incentive to invest in Propulsion or build Space Stations, since worlds are still common enough that there's always something in range.

    That said, once I experimented with Space Stations to see how they work, they're pretty valuable. Not for their ability to expand your borders, which isn't so important, but for their aura effects. +30% to combat or +25% production is significant, though they do get a lot better if you get improved station range (3 hex radius instead of 2).

    I really like the special techs you unlock, and how what advances are available are randomized every game. The game would be a lot less interesting if the base tech categories were all that existed.

    I had my first somewhat-challenging game, against 2 AIs where one was fairly close to me. Unfortunately, that game crashed. The next startup looked like this:


    The game really needs to be a little more careful about placing start worlds.

  23. #23
    Hustle
    Join Date
    Apr 2009
    Location
    New Haven, CT
    Posts
    383
    Just tried my first game. When an anomaly states something like "deploy up to 25 fighters here to fully control this anomaly," do you get a bonus based on the number of ships that control it? As in, if it gives 50 building speed at a max of 25 fighters, and I put 5 on the hex, will I get a 10 building speed bonus?

    Also, the aliens that are on other planets (non-AI players) are just sentient life we need to kill to take control?

  24. #24
    Social Worker
    Join Date
    Aug 2009
    Posts
    4,576
    Anomalies work on a percentage basis. That is, for every fighter you have on an anomaly, you get +1% to the related stat - industry for asteroids, population growth for gas clouds, and research for alien wrecks. Small anomalies only count the first 25 fighters, and large ones count the first 50. Anomalies add, so if you have 100 fighters spread across several different anomalies, you'll get +100%. The "Empire Summary" button shows your current totals for each type. While anomalies have a limited life span, they're constantly respawning.

    In the early game, you probably don't want to bother with them unless you've got nothing better to do with your fighters. When you've only got 20-30 fighters, you want to use them to fight things. In the late game, when your empire is large and you've got 400+ fighters, staking out a few anomalies can give a big boost to your economy.

    "Space Monsters" are basically neutral guard forces that you must defeat before you can colonize planets. If you're playing the Tentacles, just 1 fighter is enough, since they join your side. Otherwise you want a 3:2 advantage or more. If you have the Monster Hunter trait (which is completely random, not tied to a particular race), you get 1 research point for each monster you destroy, which can give you a really big research boost early in the game, considering you're only generating 3-4 a turn until you set up your first research planet.

    So far, I'm getting my most challenging results by going for 15% planets (rarer than the "rare" setting) 3 AI opponents, and a max-size map (32 x 32).

    The single most powerful trait is Heavy Torpedoes. It makes little difference early, but it becomes grotesque on larger maps when 100 fighter / 100 bomber (the limit for each) stacks become common. +200% combat advantage outweighs everything else by a long shot, including gross mis-matches in Warfare technology. It really needs to be toned down in some way, like a cap of +40% or so.

  25. #25
    Hustle
    Join Date
    Apr 2009
    Location
    New Haven, CT
    Posts
    383
    Really? It seems that anomalies can be a big help early on, especially if they respawn.

  26. #26
    Mad Chester
    Join Date
    Sep 2004
    Posts
    1,167
    I would kill to have this on an Iphone.

  27. #27
    Social Worker
    Join Date
    Aug 2009
    Posts
    4,576
    Quote Originally Posted by lokiju View Post
    Really? It seems that anomalies can be a big help early on, especially if they respawn.
    The game isn't really difficult enough for this to be a significant decision, but when you only have 1-2 planets, gaining another planet gains you a lot more than 25% to one of the three stats. Or, conversely, preventing the enemy from nuking one of your planets. Once you're up to your Empire planet limit, anomalies are a lot more attractive.

  28. #28
    v1.02 with a lot of bugfixes and french translation is out now!
    check it at our blogspot or facebook page! (i still don't have 50 points to post url's... check the first post of this thread for links!)

  29. #29
    Social Worker
    Join Date
    Dec 2006
    Posts
    3,252
    Thanks vincenzo, this is a really cool game... I hope you're getting something more out of it than just the satisfaction of making people happy. ;)

  30. #30
    Social Worker
    Join Date
    Oct 2005
    Posts
    3,817
    And that was the last heard from. Needs a multiplayer component to keep people going (and I know we can get a group here for some TBS game pretty fast).

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •