![]() ![]() FASTER THAN LIGHTForget about tedious micromanagement and waiting for ships to be built. No need for war with so much empty universe to claim. It's all about exploring space and its endless opportunities, shaping it to your whim and developing it to its full potential. The game is more relaxed than your typical grand strategy. There is no military aspect to pull your focus away from the economy. Make long-term plans and bask in your own glory when that one last connection makes six planets upgrade at the same time and gives you the income you desperately need. Line everything up just right and watch your colonies evolve and grow, giving you even more options for profitable trade. MAKE TRADE, NOT WARColonize planets, carefully pick industries and hook everything up so that your planets support each other. The result is a unique blend of the strategy and puzzle genres in which you can finish a run quickly, but still have a deep experience full of tough decisions. However, the limited move set, time limit, and amount of determinism that is present once you have things revealed makes it more of a puzzle than a conventional strategy game.About This Game Slipways takes the space grand strategy genre and condenses the best parts of it down by throwing away all the micromanagement and the steep learning curve. This uncertainty makes it more of a strategy than a pure puzzle game is. Especially when you are playing a fresh seed, you are having to manage uncertainty and risk, and you will generally have to adapt to situations as they develop. Unlike a puzzle there isn’t really one “correct solution” that can be reasoned out from the beginning. So while it does hurt to have that at the end of game, its not totally debilitating to have a couple worlds in the red from the start.Īs for puzzle vs strategy, I think it is more or less both. Sure making 6 mines in a circle without the ability to get people to them from what you can see may hurt your econ now, but getting that huge pile of science can easily be worth it later.Īlso, the happiness penalty from shortages does have a cap, at 8% per world. ![]() Labs also give a lot of incentive to take risks. Late game techs give you far more power to resolve hard to handle configurations, and understanding that helps change the thought process from “will this planet be able to get what it needs” to “is colonizing this planet now worth having to drag it around until I can deal with it later”. Sure you may have a bunch of planets stuck in the middle of nowhere that have shortages now, but eventually you can get stuff like hyperdrives, teleporters, etc. The most important thing to remember is that tech covers many sins. In nearly all other strategy games, I'm always excited to play one more turn, to see what happens In Slipways, committing to any move at all feels like digging myself deeper into a hole I know I probably can't get out of later. I find myself frustrated by this way more frequently than I'd like. ![]() It's less about "how do I best get what I need next?" and more "what's the only configuration of colonies that works at all?" Now of course other strategy games have some strict rules as well, but Slipways feels like it's entirely built upon such rules. Slipways doesn't punish you for bad decisions, it outright disallows you from making them at all. This feels less like strategy, and more like a puzzle game. You can only build very specific things in very specific locations. In Slipways, the decisions and consequences are very binary. There's freedom and expression in your strategy. Building the factory near the coal makes it more efficient, but you CAN build it far away. In most strategy games I enjoy, you can pretty much build anything, anywhere, and the games' systems punish you for bad placements in a soft, gradual sort of way. ![]()
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