https://soft-cactus.itch.io/lunokhod
I have been working on a small game for the last few months. It is ready for playtesting. I am trying to make one game every few months to improve my skills.
Unfortunately I think I have hit a bit of a wall with this one, the gameplay is a bit too linear and simple to be very fun. That’s a signal in itself and will inform the design of my next game. In the meantime, I need to finish polishing this one.
Please play with a critical eye and let me know what issues the game has.
EDIT: If you have the time, please consider DM’ing me with a screen recording of your gameplay. I think it would help a lot :)
I don’t have too much time today so sorry if it isn’t thorough but I took a quick break from some other things to do the tutorial.
Thoughts (mostly general):
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I felt the claws of the city building loop sink into me like a great and horrible ghost. This is good. Any game can have technical issues or technical successes but something this simple this early having pull from a loop is a great place to start.
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The visual aesthetic is very very nicely matched with narrative and gamepkay. The 90’s graphics on the moon with the late Soviet Tech is a natural pairing and I can tell you put a lot of effort into the sfx. It really does remind me of that era of RTS and in a way it kind of seats me into the perspective of an alt-history Soviet city planner looking at a top-down view of what they have to do. Thas swag. 😎
-The tutorial is effective for how brief it is. Nice job with the contextual triggers for steps.
-You kept a lot of control conventions with RTS’s I was familiar with already. I could feel myself trying to do certain actions and was thinking “okay good” when I saw that they worked. Smooth.
-I’d love to see the energy something is going to take up before I build it too. That was something I wish I could plan for.
-Love the models and the shader that makes them look like sprites. Whatever you did for the LoD logic helps sell that too and it’s fun.
-This reminds me a lot of Per Aspera and that’s cool. That game also takes place at this level of management. I think if you do that but dedicated more to production-chains I think would differentiate this game enough for me to get something new out of the experience. (Per aspera isn’t really the most re-playable imo) Seems like you’re leaning into that more which is good 👍👍👍
-Can tell there’s lots of polish and other things to dial-in but some of the other comments talk about that already.
Might come back later to look at it more but I wanted to make sure you were properly complimented on finding a good vibe and creating a compelling gameplay loop. That’s literally the hardest part and you have it down.
Very nice work, comrade!

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I dont have time to play it right now. But it looks cute. CUTE
Comments I’m making as I play:
- I like the startup menu, gives me The House Abandon vibes.
- The game looks like a late 90s/early 00s RTS which is quite different from what I would’ve expected based on the startup screen. You nailed that aesthetic though.
- Why is the tutorial guy Trump lol
- Are those different sprites for each scale of zoom? Very impressive if so.
- The turning animation and the dust clouds when the rover moves are nice details.
- The tooltips on the build buttons are nice to have, though I would have appreciated them on the action (e.g. automine) buttons too.
- Typo, “Anti-Metor”
- A lot of Paradox games have pause/resume bound to spacebar, and I think this would’ve been a nice feature to have here
- Tooltips don’t work when time is paused
- Speeding up time being disabled during solar flares or meteor showers gets annoying and makes them feel like an interruption of the gameplay. I appreciate that you probably meant to give the player time to react, and it makes sense to set speed to 1x at the moment they occur, but I repeatedly found myself wishing I could speed up time while they were happening.
- I wish I could see an itemized breakdown of my power consumption. It kept going up and down and I didn’t know why.
- I wish I could’ve seen the radius of effect on the Lenin statue before I placed it.
- Target indicators to see where my rovers are going when I select them would be useful.
- Felt like the resource requirements for the late-game buildings were a bit much. I spent a lot of time waiting.
Overall impression: Simple, but quite impressive for something made in only a few months. I feel like if you expanded on this you could end up with something really good.
Are those different sprites for each scale of zoom? Very impressive if so.
They are actually just low-poly 3D models with shaders applied, but I was hoping they looked like sprites.
Why is the tutorial guy Trump lol
I needed a placeholder and I had that meme of Trump on my computer:

The game looks like a late 90s/early 00s RTS which is quite different from what I would’ve expected based on the startup screen.
This was a concern of mine, the graphics being so different from the menu and the gameplay. The idea I had was that the actual main game exists diagetically in the world, it is the software you use on the computer to manage the moon colony. Or at least an abstract representation of it. Idk maybe that doesn’t come across very well.
Thank you for the feedback, amazing input. Some of this stuff is out of scope for a project of this size, but a lot of this is going in my immediate TODO.
Glad I could help

I got up to about 67 Lenins before I ran out of resources. The purpose of the game is to build Lenins, right?
Critical, you said?
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Input:
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At the very least,
Escneeds to bring up the menu andSpaceneeds to toggle / cycle the game speed. I’m actually not familiar with RTS gameplay very much, but these are some of the most basic standard controls in genres like city builders and 4X. (I noticed later that the1,2, and3keys do this, but it took a while and I only discovered by accident. Only later, I noticed there were tool-tips on the time buttons). -
Being able to pan the camera by right-clicking would be nice. This would allow full camera control with the mouse. (I understand right click also performs actions in the game, so this would require some thought about what the button does in context).
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If you are committed to finishing the game, you should aim to support gamepad input too (though I wouldn’t dwell on this).
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User Interface:
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The gray tab at the bottom of the screen is quite hard to notice above the gray moon background until you know it’s there. The game low-key has Vi syndrome (cannot figure out how to escape).
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You need a settings menu in the title screen. Even with the in-game menu, there is no apparent way to switch from fullscreen to windowed mode
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A user interface theme and fonts (to replace the default Godot UI theme. This is polish and I would worry about gameplay first)
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“Toasts” (quick on-screen text popups) for voice announcements (“Power low,” “Power restored” etc.). I found the voice clips a little hard to understand, but toasts would also aid in internationalization and accessibility.
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Get rid of the tool-tips on the bottom-right keypad. Put a stylistic green screen on that calculator and display the information there so that
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It’s instant. You don’t need to wait for a pop-up or accidentally dismiss a pop-up because you failed to hold the mouse still enough.
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It is in the same place for each button. You don’t have them popping up above / below / left / right of the cursor based on how close it is to the corner
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You can include some pictographic information, like requirements, lack of resources, an image of the actual thing.
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Sound Design:
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Needs music (I’m sure you’re aware). This would increase my desire to continue playing considerably.
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More noises in general. Rovers should make noises when they’re moving around. I should get a sense that things are happening / are not happening from audio feedback. It’s very easy to over-do this though. The noises should be relatively quiet unless at a high zoom level.
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Graphics
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The perspective seems a little weird when rotating the camera. Not sure if it is orthographic or something happening with the perspective at 3440x1440 resolution (21:9 aspect ratio). At this perspective, the ground almost looks slightly concave when it’s rotating. An orthographic perspective obviously was a requirement for classic sprite-based RTS games, but you have a rotating camera and 3D models here.
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The resolution of the 3D scene appears to be down-scaled. I could understand doing this as a stylistic choice, but it is at odds with the higher resolution fonts, UI elements, and color depth. The lines on the mini-map are smoother than the actual scene, which seems a bit odd. The contrast between shaders on the player constructions and the completely flat shading of the ground is also distinct. Lunar regolith is highly reflective, but the surface doesn’t interact with light at all.
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Game design
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The game needs to tell you why you cannot perform certain actions, or indicate why things aren’t happening. I got stuck in the tutorial twice. Once, I managed to designate the solar panels but the rovers didn’t start building them. Took me a couple minutes to figure out I needed to assign them to do it - I thought this is what I had done by having the rover selected in the first place to make the “SOL” button available. The second time I got stuck was when the tutorial asked me to build the habitat. It would show a red square no matter where I tried to place it. Took a moment to figure out the reason is because I did not have enough metal.
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I haven’t gotten very far yet, but I get the impression that the player’s capacity to accumulate resources will simply snowball until they win. In this regard, the game is not very challenging.
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On the other hand, recognize a game-over condition. I let the game run in the background for about 15 minutes and all of my constructions have been destroyed. AFAIK there is no way to recover from this state. It’s Game Over. At this point, the game should enter a game-over state, display some sad imagery, play a dirge, maybe show statistics for the run - something.
- noticed a bug too: If a construction is destroyed, I think its controls remain visible on the keypad. I still see all the buttons for actions a rover can do, even though the rover is long gone.
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The singular threat of meteor strikes lacks variety. The way solar flares have the potential to make meteors more dangerous is a nod towards complexity, but there needs to be more interlocking gameplay mechanics to produce a wide variety of situations the player might find themselves in. Consider (and I am only spitballing here - this is not a list of demands or anything):
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The moon has a long day / night cycle (long enough even that you can do much of the tutorial during the day and then pull the rug out 2 weeks into the game). This can introduce gameplay mechanics involving long periods without solar power, and different properties caused by extremely high and extremely low temperatures. There can be trade-offs between different types of power generation, (solar, fuel cells, RTGs, etc).
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Having unique sources of power begs for unique on-map resources and unique constructions to harvest them. The rovers might be doing too much. The player should need to build a larger variety of machines.
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If the power-denial mechanic is shifted to the day/night cycle, solar flares could be re-purposed to interfere with radio / remote control mechanics in some way. They shouldn’t be made completely redundant.
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Giving each individual construction its own power capacity instead of a binary “the whole moon has power” vs. “the whole moon doesn’t have power.” This gives the player an incentive to build logistical infrastructure to support mining / exploration farther from base, as well as the risk/reward of trying to stretch these limits.
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A repair mechanic. Increase the costs of building new constructions such that it is more economical to repair damaged constructions. Maybe give meteors a splash-damage range (i.e. direct hit obliterates, but close hit takes something offline). Then the player has “fires” to put out - literally or metaphorically. Damage can also be caused by other mechanics like temperature (ambient, or over-heating), running power systems beyond their capacity, etc. etc. etc.
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A larger variety of resources may give the player reasons to explore, or engineer work-arounds for un-buildable contraptions, or approach environmental hazards they would have no reason to otherwise, or convert one resource (or a combination of resources) into other resources. This can introduce some aspects of factory-builder style gameplay.
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(though it is a substantial change to the game design), Introducing a space-race angle to the game, where perhaps there is also a nearby imperialist moon base can introduce PvP aspects to gameplay, as well as a race to claim valuable resources on the map or build offensive / defensive countermeasures.
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All that said, you have a really solid foundation here, both thematically and technically. The idea is good. The core systems are there. You need to introduce a few more mechanics to add variety and complexity to the game loop, but don’t do what I always do and quit working on a project way too early.
I finished the game. The pace picks up quite a bit after each major milestone. Had fun.

The game slows down a lot if you build too many Lenins. There should be no such thing as too many Lenins. Consider using a MultiMeshInstance3D to draw hundreds of Lenins efficiently without causing GPU context switches (I’m joking… mostly. It opens a fun image of doing bad Godot design pattern tropes and creating a LeninManager singleton).
I think it’s actually due to the code that runs to check if the speed boost should be applied. I just did the simplest and least-efficient search method not anticipating anyone would fill the map with Lenins.
Thanks for all the feedback! There’s a lot of good ideas about QoL improvements in here and I will add all this to my TODO list.
(though it is a substantial change to the game design), Introducing a space-race angle to the game, where perhaps there is also a nearby imperialist moon base can introduce PvP aspects to gameplay, as well as a race to claim valuable resources on the map or build offensive / defensive countermeasures.
This was actually one of my initial ideas, but my goal with this project was to finish in 3 months. I really just want to ship something, and force myself to do all the polish, with menus, bugfixing, audio, QoL features, etc – so I limited myself to the complexity of a flash game. Unfortunately I think that the forced simplicity just makes the game too boring, the systems that exist are very linear and don’t interact in interesting ways.
I do playtesting for indie devs sometimes and it’s always frustrating when you give someone feedback and then they’re like: “but I don’t want to change anything lol”. So I’m not trying to do that and be like “well actually it’s supposed to be bad!”. But I do want to just get this project polished and wrapped up. Which means unfortunately it will never be a “good” game, just the most polished version of what it is. However everything I learned about “how to make a boring game” I will keep in mind going forward so my next project is not boring.
You should join the Hexbear gamedev discord if you haven’t already, the link is somewhere in this thread. You give very good feedback.
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Played like 25-30 minutes of it and liked it.

Yes sir I will build that habitat
I will say, the meteor showers really fucked me over. I had my turret smack dab in the middle of my solar panels/batteries and habitat/refineries, expecting it to at least prevent the critical stuff from going boom. But…no? Two meteors landed right on top of my solar panels & batteries, blowing them to hell and basically soft-locking me because my power draw is now too high for any of the rovers to move


…At least the Lenin statue survived

Also I will say the rovers don’t really like building multiple things with shift. They constantly would do like 3/4 of the panels and refuse the 4th one even though I had metal. Maybe a pathing thing or I was just clicking too much but I had it happen thrice.
Yes that is a bug that I just became blind too. Need to fix it.
Do you know if your solar panels were inside of the radius of your turret? Did they get blown up during a solar flare + meteor shower, or just during a normal meteor shower?
OOH are solar flares what cause the weird VCR overlay? I thought it was power overdraw (because i’d get the ‘low power’ warning) but had literally ~20 panels.
The panels., batteries, and habitat were all within the turret’s range. My first screenshot shows it essentially how it was when the meteor struck like 5-10 minutes later, except I added two more rows of 5 panels above the batteries and finished the row of batteries.
I’m pretty sure now thinking back that it was probably a solar flare at the same time as the meteor storm but I didn’t realize that is what those were & that they’d negatively affect the power generation and buildings as a result. The explosion was spectacular though I wish I could have screen recorded it because 1 meteor took out all the batteries/panels and as I was reeling from the shock, the second one descended and landed on the habitat LOL.
I will say as a suggestion I think the Lenin statue should have a way larger radius. I put it right below the habitat for aesthetics but was very upset when I realized it only affected the rovers when they came back to deposit metal since it has such a small radius. It should at least be able to reach the big minefield you can see my 3 rovers stuck in at the top of my second screenshot; or at least give an lesser unlimited range speed bonus!!!
Yeah solar flares cause the VCR static. I’m glad you liked the explosions, my intention was that if your base gets destroyed it should at least be fun to watch the explosions chain and destroy everything. It sounds like some of the visual queues aren’t obvious, people aren’t picking up on the solar flare, so I will add an audio queue and maybe text that literally says “SOLAR FLARE” when one happens lol.
The Lenin radius is something other people have mentioned, so I will go ahead and increase it.
I’ll give it a go tomorrow.
Hey, why aren’t you on the hexbear gamedev discord?
I can DM you the link if you want.
I didn’t know there was one. I don’t really post online much, but I figured I needed to start doing some advertising if I wanted anyone to find out about my game. Please DM me that sounds fun.
Had no idea we had such a thing, if you could DM the link too that’d be great!
I’ll take one too please
can I get a discord invite?
because of the comments here I built 2 turrets before building the habitat. Shooting down all but one of the meteors meant i only got a small patch of new resources.
The optimal play seems to be to get a ton of rovers and build a few extra refineries and just let all the meteors hit you
I have started playing it, and I will say GET AWAY FROM THE LATHE
Also an options in menu selection even if only for sound volume would be good

also terrain blacked out for some reason

That’s a new one. Mind dm’ing me your operating system and any logs if there are any?

I lost my… uh what was it called? The base that allowed me to build rovers.
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Do you remember the sequence of events? The meteor shower triggered at the end of the tutorial should be weak enough not to blow your stuff up.
Well, it was exactly that end of tutorial shower.
Edit: Started a new game. Built a second turret before the hab, succesfully defended against the end-of-tutorial-shower. Then a later shower destroyed all my solar panels, gave up.
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Thank you for the feedback. I have been struggling to make the meteor showers a challenge, without making them too frustrating. I think I need to see how player’s play, I will be doing some IRL playtests in a couple of weeks so hopefully I can get a better idea what is causing people to die in the early game. If you have the time to spare, it would help to see a video of your playthrough. Sorry it was frustrating :(
Being able to turn off stuff to decrease power usage, or have idle rovers not use power (or less power) would be nice. It would probably make it easier to build back if your solar panels and batteries get destroyed.
Also spelling it out to the player pretty clearly that building one giant solar farm is not a good idea.
The cost for the big things like the central ref. is really high. It goes from like 500 for the turret to 10000 for the C.Ref. and such.
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Good ideas, I will implement some of these in the next build. Thanks for giving it a try I really appreciate it.
Oh it’s an RTS?
I’ll give it a go
I looove Old RTS’s and this one has major RTS vibes! Reminds me of Command & Conquer with the rovers and the gathering of resources/spice/gold.
Big fan of the starting interface. I love when menus are presented within the context of the game.
Comrade Trump is funny, but it gives off big shitpost vibes. I think you could have fun by renting a few costumes and taking pictures of some friends in different poses in order to use them instead of Trump. But he is funny.
The graphics are nice and cosy. Though a bit one-sided with colour. I like how the moon is gray and we are the ones that bring a pop of colour though. Very cool.
The voice-over could do some work. Don’t be afraid to get extra with it either. “WE MUST CONSTRUCT ADDITIONAL PYLONS” “VESSSSPENE GASSS” and so on are still voice stims to me from the first starcraft.The tutorial is nice. I wish the buttons had text when the cursor hovered over them (thinking here of the automine button, it is already present for the refinery button?). I would also enjoy hotkeys.
If I have a building queued up and I click on another rover in order to select it, it instead plots the building down. I think it would be nicer if, when you click on something while you have selected a building to be constructed somewhere, you instead cancel the construction and select whatever you clicked. That might just be me though.
When I can’t construct something, and I click anyway because I’m a dummy, it would be nice with a notification that informs me why I can’t build right now (resources, location, something else?)
Regarding further progression… Copy that paradox game about terraforming maybe? Or that paradox game about intergalactic empires? You could make upgrades to the rover, but you might risk the rovers rising up or something. Would be nice to be able to upgrade turrets as well. Or some sort of expansive tech tree. You could also copy one of the Dune RTS’s - especially thinking of the first one. Handling worms and stuff.
You could also look towards Warcraft and have more than one resource that needs to be mined by different workers. Right now everything is mined by the same workers and handled at the same place.
You could also go in a more logistical way. Right now everything is just automatically connected to the power grid. There’s no refuse after refining. These are things you could also make the player manage. In that
It’s fun, but it doesn’t really grab me. Played for about 30 minutes. So also take my feedback with that in mind - the game might not be for me, so following my feedback might just be you making a game that’s more to the liking of someone who won’t play it anyway and less to the liking of the people who would like it.
It’s nice that there is no combat. If you want there to be though you could have an “enemy faction” that are space nazis. Them being on the moon was a big meme once.
Don’t worry, Trump is just a placeholder. I need to do an art pass an audio pass before release. Trump is getting replaced with this guy:
https://en.wikipedia.org/wiki/Boris_ChertokIt’s fun, but it doesn’t really grab me. Played for about 30 minutes.
That’s the conclusion I have come to as well. I think the fundamental design just isn’t very good. I plan to make some minor tweaks and bug fixes, but I think that there’s ultimately no use in trying to totally overhaul the game, I will just do some more refinement and leave it as is. I learned a lot though and will be applying the lessons I learned to future games.
Though a bit one-sided with colour.
EDIT:
Though a bit one-sided with colour.
This is my girlfriend’s biggest complain. I am literally colorblind so the color palette is a result of that. I will do some color balancing in the refinement pass but I think it will probably still look ugly to the non-colorblind hahaha.
I gotta be honest, I think the fundamental design is pretty good. It’s the basics of most RTS’s you’ve got going, and it’s pretty cool to see an old-school-rts that isn’t focused on producing soldiers, but instead on creating viable infrastructure and sending stuff back home. I think it has good growth potential, I could see it go in a lot of different directions
- Steal from Tropico
- Steal from Roller Coaster Tycoon
- Steal from C&C
- Steal from Paradox
Then again, it is just a project, you shouldn’t work on it if you don’t enjoy it. But I think it’s a pretty solid base for something cool.
Thank you for the kind words. I wanted to keep the scope small, about the size of a flash game that you could beat in 30 mins during a work meeting-- but I guess that doesn’t lend itself to complexity in a game of this type. Idk I’m out of coffee and probably incoherent at this point in the day hahaha. I guess what I’m trying to say is that I don’t plan for the scope of the game to grow any more at this point-- i.e. no new resource types or unit types or major new mechanics.
an old-school-rts that isn’t focused on producing soldiers, but instead on creating viable infrastructure
Yeah I wanted the focus to be on something positive. The guy from that image I sent, Boris Chertok, has a set of memoirs where he talks about the space race from the soviet POV. Basically they abandoned moon exploration to catch up with nuclear weapons production. The US had a 20:1 numbers advantage in the 50s and by the 80s they closed that gap to 1.6:1, but it was an enormous economic project. He compares it to the Great Patriotic War in scope. To that end I wanted to focus on heroic sacrifice without violence.
The western view of the USSR is people enduring terrible conditions because of “authoritarianism”, when in reality people endured horrible conditions because it was literally an existential struggle for survival. I wanted to capture that, albeit in a very small and kind of detached way. In hindsight, from the 21st century, using Helium-3 to avoid climate disaster is a heroic industrial goal.
That’s really cool! I hope you will share your next project on here as well.
Don’t worry, Trump is just a placeholder.
the player could be like Ash and he could be like your Gary
So how does the resource system actually work? the numbers on my little tv suggest there is a minimum amount of ore to produce a metal but i notice that my ore will deplete to 0 and I won’t gain any metal when the amount of ore remaining is under 100 or so.
I suppose the refinery is filling with ore and needs a certain amount to start producing metal?
It’s implicit but basically rovers gather the moon dust. They take it to a refinery. It is converted to metal at a ratio of 0.1 I believe, so 100kg dust -> 10kg metal. I tried to keep it simple but the rules are never explained. I’ll need to think about how to make it more explicit.
so, when the UI shows the dust going down but the metal not increasing, is that something to do with the UI going at a different speed than the game’s math?
No that sounds like a bug. Although that’s a new bug so congrats on being the first to find it! I know it’s a lot to ask but do you think you could send me a screen recording? I didn’t think about how many of these bugs would be difficult to capture with just a screenshot.
I will do that in a moment!
I may a similar bug, this time dust is not going down. I am stuck at 3518 kg of dust, and it doesn’t go below that. Whenever the rovers drop off dust it will make metal, and if enough (I built an SREF) drop off at the same time the dust number can change, higher, but never go below that number.
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You know what, I bet what is happening is that refineries or rovers are being destroyed, and the code that tracks resources is just never taking into account that dust was destroyed.
Where should I upload my recording? It doesn’t show the bug i described but I’m noticing my resources get stalled and it seems like the refineries can only process minerals while there is a rover depositing ore… I have around 4000 ore saved up and it just stops using it unless a rover is depositing
Youtube or TankieTube will work. Thank you so much for taking the time to do this.

at certain point all my solar panels would still have the white ‘ghost’ structure overlayed on top of the actual panel.
From your video it looks like that might actually just be glare from the sun due to your camera angle. Could you try rotating it and see if it goes away?
I actually don’t think I can complete the game on this save. I built a ton of stuff before finishing the tutorial and only have the resources on the very edges of the map left. Is there a way to sell buildings? I could sell off my useless refineries and get the nuke and sell all my panels.
Demolishing buildings refunds 50% of the cost by dropping a bunch of regolith on the ground. Meteors should provide more resources. I was hoping that there would be enough starting resources on the map to let each player finish without needing to wait for meteors, but it’s randomly generated so I guess it’s more variable than I thought.
I figure I’m going to have to go afk and let it run because I can’t help but keep building and the resource exchange rate is so slow that I spend so much faster than i earn
oh they keep falling nice













