![]() 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! Verdict: 90%Ī focused, delightful puzzle game masquerading as space empire-based grand strategy.Slipways is now part of the PICO-8-gone-commercial club! You can find the grown-up version of Slipways on Itch or Steam! It adds a subtle little skill check into things – and if you can’t be bothered? Just turn it off in the options. When you’re aiming where to send probes, their scanning range delicately pulses, meaning if you time it right, you can discover one or two extra planets. It’s only going to improve as developer Jakub Wasilewski builds on what he’s been working on for a long time, but even here in the moment after Slipways’ initial release, we’ve already got a great game on our hands. It’s a tight, focused puzzle game that manages to both challenge the grey matter and also offer a much-needed respite from the stress of everyday existence. Slipways absolutely nails what it’s aiming for. That’s the only concern of note I could think of here. In Slipways, where a run is usually about half an hour? Get frustrated, start a new game, forget about the last one, have fun again. In a game where runs lasted hours – even days – this would be unforgivable. Galaxies are randomly rolled when you start, and while the majority of the time you get a chunk of space that’s balanced and something you can work within (and around) to get your routes set up perfectly, sometimes you’re just sold a pup. Except… well, it sort of does, because once its teeth are sunk in, there’s no escaping its lure. Slipways is superb: the core concept carried off with efficient, smart design, a tutorial system to ease in new players, and the shorter nature of each playthrough meaning it’s a title that, while it engages your brain to work out the best routes possible, doesn’t eat up all of your free time. Bar some late-game tech you can unlock, routes can only be in a straight line, as noted, and can’t cross over one another. But then the new planets have needs of their own, and so on, until you have a civilisation spanning hundreds of planets and just as many spacefaring thoroughfares. Your initial, furtive expansion sees planets popping into existence as you probe probable signals – a minigame in itself – with expanded needs on the original home planets being met by the provisions of the new. ![]() Would you believe it, that’s where the real game begins. ![]() Needs change and secondary factors come into play – more supply means more demand – and soon your simple, small-scale galactic empire is forced to expand to meet these new needs. One slipway later, problem solved.Īnd from there it builds. Planet A produces food but needs people to make it Planet B produces people but needs food to make them. Goods can travel one or both directions depending on the connected planets’ needs or what they produce. You do this using slipways: space tubes, if you will, comprising a straight line between two colonised planets.
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