SPACEPLAN is an experimental piece of interaction based partly on a total misunderstanding of Stephen Hawking’s A Brief History of Time.
The core gameplay loop involves manually clicking to generate resources (measured in Watts or Joules), which you can then use to purchase upgrades and unlock new items to produce. Over time, you can automate the resource generation process, gradually reducing the need for active clicking.
The game avoids the common pitfall of becoming a monotonous grind, as it introduces new mechanics and challenges at a steady pace. As you unlock new items and capabilities, the narrative gradually unfolds, providing a clear sense of progression and motivation to keep playing. Players report feeling engaged throughout the 3-7 hour playthrough.
The upgrades and items you can purchase serve not just to increase resource production, but also advance the narrative and open up new gameplay possibilities. For example, the "Kinetigen" upgrade greatly accelerates resource generation, while the ability to automate production while the game is closed provides a tangible quality-of-life improvement.
The act of clicking to generate resources, then using those resources to unlock new capabilities, creates a compelling loop that keeps players engaged. The visual and audio feedback, such as the satisfying sound effects and particles generated with each click, further reinforce this loop and make the gameplay feel responsive and impactful.
The story, which involves exploring the mysteries of space and the nature of existence, is closely tied to the player's actions and progression. Unlocking new items and capabilities not only advances the resource-gathering efforts, but also reveals new plot points and character interactions, helping to elevate the clicker gameplay into a more cohesive and meaningful experience.
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