CREDITS

John Osborn D'Agostino (bayreporta): Game design and development. Graphic design.

Eric  Hedstrom (dimbuddha): Music and sound effects

GAME INFO

In the year 2023, astronomers discovered a seemingly derelict alien ship drifting its way toward Earth from the outer reaches of the solar system. By 2030, the ship found its way safely into Earth orbit, where an international team of scientists started research on the vessel. As if prepared for the intrusion, the ship’s AI, weak and muttering as the ship’s power systems died down, offered the scientists a set of blueprints for a strange alien device and one word in every known language on Earth: Hide. 

Hide is a roguelike strategy game where the player must hide the Earth from the prying eyes of a terrifying galaxy, or face annihilation. Surrounded by aliens who seek out and destroy any traces of life not their own, the remnant of an eradicated species sends Earth a warning alongside blueprints to build a device that could hide the Earth from the rest of the galaxy. It’s up to humanity to see if they can successfully shield themselves from view before the dark forest consumes them.


StatusPrototype
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(3 total ratings)
Authorbayreporta
GenreStrategy
TagsHorror, Roguelike, Space, Turn-based Strategy

Comments

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Pretty fun! Though there does seem to be a "winning strategy" which is to ignore the upgrades for radio signals and sensors and such (I couldn't even tell what they supposedly do?) and, after upgrading the jobs to their max efficiency, gun for the psionic upgrades ASAP so that you basically don't have to do anything besides meditate (which, because it starts giving you other resources, will stave off any sanity issues for the 2-4 turns it takes to amass the 50 needed to win).

After the first time the eye appears, which I guess is scripted to go from 10% to 70% if you don't flip, it goes up WAY too fast to justify it being a scale rather than just a warning that means "if you are not in the pocket dimension you will die next turn." If it's at all above 0%, it will always reach 100% on the next turn if you're not flipped. There's effectively no difference between 70%, 55%, or 10%.

The amounts the resources change by is also a little scuffed. When you first flip into the pocket dimension it will say you will lose 0 energy, but if you go to add energy it will recalculate that it should be removing 5. Using the communications in tandem with the meditation sanity healing also sometimes negates the latter if you remove workers from the former. Lastly, if you are in the pocket dimension, assign your research and meditation workers, then flip out of it, they will keep their double efficiency from when you were in. The reverse is probably also true (if you don't force it to recalculate after flipping in, it won't give you your double efficiency) but the first example is much more useful as a cheese strat.

Also I figured it out eventually, but the fact that the research screen is a click-and-drag navigation is unclear, since four cards fit very nicely on the screen (when in fullscreen at least) so there's no indication of more cards being present offscreen.

Hopefully this doesn't come off as too harsh, I did think it was fun overall! I just figure it's better to be specific with the issues encountered rather than just saying there were some, in case you do ever want to update them.

Not harsh at all. Appreciate the feedback!

Visibility slowly decreases while I'm hidden but instantly jumps back to where it was as soon as I return to normal space. Otherwise a really cool game.

Really good game, sometimes the signal would go to 0% and then jump straight to 100% he first turn I left the pocket dimension. Also, how do you unlock Psionic Theory?

(+1)

Thanks for the feedback!

Going from 0 to 100 sounds like a bug.

To unlock Psionic Theory, you have to research The Heralds -> Signal Analyzer, then Fusion Power, then that unlocks its prereq Psi Field Studies.

cool