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Genre: Real Time Strategy (RTS), Strategy, Indie

Lazy Galaxy

Lazy Galaxy - Devlog 19

Hey everyone!



This week was spent on polishing / making the game prettier. We're working on improving UI and spreading the news about the game!

Changes:
- Balancing: early-game bosses have been made weaker; felt like a wall before and was not really proportional to other enemy types encountered
- UI: New upgrade panel, should be much prettier

- Players can now toggle ship outlines to better recognize the ships in-game
- Settings panel available from battle

More details:
https://www.youtube.com/watch?v=Qdq6xcoYbb4

Only 12 days before release, we're really excited about that!

Lazy Galaxy - Devlog 18



Hey everyone! This week has been pretty productive: I've done working on Linux / Mac testing, and everything seems to be working!

Here are some other significant changes:

  1. Balancing: Candy rewards on boss kills (after you kill 15 bosses)
  2. Balancing: Candy rewards just for finishing galaxy. It sucked that you could get 0 candy if you did not accumulate enough exp. Fixed that.
  3. New achievement that allows for candy crates to drop instead of healing crates
  4. Shortcuts for the battles: you can now select ships by pressing keys (1-8) and use abilities by good old "qwer" combo
  5. Various ui improvements: achievements show every unlocked tier now. Maybe I should do the same for researches
  6. Building tooltips (so you can see what's done)
  7. Steam integration: stats and achievements, cloud saves


Here's the video demonstration:
https://www.youtube.com/watch?v=TlT-j05q_yQ

Hope you have a great week! Cheers,
Vladimir

Lazy Galaxy - Devlog #17

https://www.youtube.com/watch?v=vee8t9FSSWg

Hey everyone!

This week has been spent working on late-game content. As soon as you gather good amounts of candy, you will be given access to "genetics." Those are late-game upgrades that increase the productivity of your specimen (making your population grow fast!) and the effectiveness of production (speed up your factories even further!), there are also two game-changing genetic upgrades that will greatly improve the resource gain rate in the early stages of new galaxy conquests.

We've also worked on making player ships a bit more distinguishable in battles. Still working on the best way to do this, but for now we offer this chevron solution that shows a small icon by your ships.

Only four weeks until release are left, and we're sure going to do our best to bring you the game you're all expecting.

Cheers,
Vladimir

Lazy Galaxy - Devlog #16

https://www.youtube.com/watch?v=gm-HMHJdgBE

Hey everyone! Another week spent on preparing the game for release!

This week was spent on:

  1. Adding Bosses - every 10 levels will end with a boss fight now. The boss is basically a huge ship that deals bigger damage and is going to have some special abilities :)
  2. Making Intergalactic Jumps look cooler: after you win the battle, your ships warp into space to jump to a next battle!
  3. Polishing UI: health drops look much better, reworked the ship purchase and upgrade buttons to look cleaner
  4. added achievement and research button graphics: now they can actually be distinguished from one another


We're going forward with our release, doing our best to bring a great gaming experience to you on December 15 :)

Stay tuned for more updates!
Cheers,
Vladimir

Lazy Galaxy - Devlog #15

Hey! :) I've been doing the devlogs on my personal youtube channel, but since the Steam page went live - I think it's a good idea if I describe what has been done recently to keep you all updated!

This week was mostly spent polishing / balancing the battles. There were new ability animations, but the biggest achievement this week was actually figuring out the solution on how the battles should work.

The thing is: the battles were very short, which is great if you are looking mostly for idle experience, but they felt a bit awkward if you were looking for tactical experience where you'd heal, use abilities, evade projectiles. There's not much tactics if shot exchange instantly ends within 2 seconds with most of the ships dead.

To fix that: I've added a special value that determines if player wants to fight longer or have more of an idle experience. It's a simple slider in settings, all that it does is multiplies the hp of BOTH sides by a selected value from 1 to 5. Since the damage remains the same, the battles can become significantly longer, where skill will matter much more: the more projectiles you will dodge, the more health boxes you will be able to collect and prolong your starfighting experience.

Here's the further video with explanation if you want to see how it works in action:
https://www.youtube.com/watch?v=E_q_BTdx-Kg

Thanks for reading and stay tuned for weekly updates (and, of course, the release on Dec 15 :)

Cheers,
Vladimir