Some notes, mainly balance- Weapon upgrading is clunky- upgraded weapons and stock weapons are both aggregated into my 4x laser beams and I can't select if I get my cool laser beam or boring laser beam.
Missiles are very strong against non-fighter ships, Having two of them makes any of the larger ships a non-issue
Level 3 upgrade feels weaker in comparison to level 2 upgrade- a level 2 ship gets +1 medium slot, +2 smalls, and +2 passives. Large slot and two passives is not worth 2000 to me. Also couldn't get any large weapons until the Railgun unlocked. Tanker start is much better than any of the other starts because it is a level 2 ship instead of a stock ship.
Content unlocking is ambiguous- I occasionally get pop-ups for unlocking equipment without knowing what caused it
Repairing feels weak: 1 regen a second doesn't help much when most engagements take 30 seconds and I can get 100 armor immediately for a different grey passive.
The item/weapon selection in between waves is super clunky, I tried to swap weapons for the scout ship, so I had to delete my previous weapons, but even though the new was of the same category (laser beam, which matched the turret requirements), as soon as I selected the laser beam disappeared, and I was left without a weapon on my ship. Mind you this is the scout ship, which only has one weapon hardpoint. Also sometimes I could choose multiple rewards instead of just 1, not sure why?
Thanks for playing and leaving a feedback. And sorry for the late answer, I neglected this comment section a bit. Nevertheless your points were heard and should be fixed or at least improved by now with the latest update. There is proper weapon swapping and no unintentional module deleting any more. And there is only ever 1 round of rewards. But we have a shop after the rewards now :)
-Items that you can't equip vanish when you attempt to equip. -Swapping out a utility does not remove its effect. -Swapping an item adds modifiers (+5 damage/10% accuracy/etc) again. -Selecting an enemy in its death animation creates an unclosable pop-up window -Red squares do not go away on moving a ship -Weapons on a ship rendering below a friendly ship render above that same friendly ship. -Sufficient inventory upgrades make the cargo hold continue off the screen, making certain slots unselectable. -Going back to the menu does not allow me to select endless again.
-Falcon on default loadout fails to clear the first wave, can't finish off the fighter.
-Kinetic/Explosive/Energy damage isn't explained. Longspear Railgun does 12 or 6 damage to hull instead of the listed 30 and kinetic damage seems to do less damage than the stat card would indicate.
Hi, thank you very much for your feedback. I tried to recreate all points and I think I understand all of them. Some could already be fixed. Some will need a bit more work. Balancing in general did not get a lot of attention yet. That will be a big part coming up. I'll try to update when I found a working beginning for all or at least a few characters.
The difference in damage probably comes from the damage type modifiers, that are not explained. The damage is modified when hitting hull, armor or shield. While kinetic damage is more effective against shield, its less effective against hull. Energy damage is more effective against armor, not so against shield. And explosive damage is more effective against hull and less against armor. I'll try to find a way to make this clear. I need to explain some other values too. Therefore I'm working on a little tooltip system to allow for some short explanations of the values on mouse-over.
Hi, thanks, I didn't notice. Should work now. Please note: I changed a lot for this version: It's basically a mobile port; a simplified version optimized for mobile use (But still works fine on bigger screens). I'll probably start there and then work on the more complex pc version.
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Glad to see this updated!
Some notes, mainly balance-
Weapon upgrading is clunky- upgraded weapons and stock weapons are both aggregated into my 4x laser beams and I can't select if I get my cool laser beam or boring laser beam.
Missiles are very strong against non-fighter ships, Having two of them makes any of the larger ships a non-issue
Level 3 upgrade feels weaker in comparison to level 2 upgrade- a level 2 ship gets +1 medium slot, +2 smalls, and +2 passives. Large slot and two passives is not worth 2000 to me. Also couldn't get any large weapons until the Railgun unlocked.
Tanker start is much better than any of the other starts because it is a level 2 ship instead of a stock ship.
Content unlocking is ambiguous- I occasionally get pop-ups for unlocking equipment without knowing what caused it
Repairing feels weak: 1 regen a second doesn't help much when most engagements take 30 seconds and I can get 100 armor immediately for a different grey passive.
The item/weapon selection in between waves is super clunky, I tried to swap weapons for the scout ship, so I had to delete my previous weapons, but even though the new was of the same category (laser beam, which matched the turret requirements), as soon as I selected the laser beam disappeared, and I was left without a weapon on my ship. Mind you this is the scout ship, which only has one weapon hardpoint. Also sometimes I could choose multiple rewards instead of just 1, not sure why?
Thanks for playing and leaving a feedback. And sorry for the late answer, I neglected this comment section a bit. Nevertheless your points were heard and should be fixed or at least improved by now with the latest update. There is proper weapon swapping and no unintentional module deleting any more. And there is only ever 1 round of rewards. But we have a shop after the rewards now :)
-Items that you can't equip vanish when you attempt to equip.
-Swapping out a utility does not remove its effect.
-Swapping an item adds modifiers (+5 damage/10% accuracy/etc) again.
-Selecting an enemy in its death animation creates an unclosable pop-up window
-Red squares do not go away on moving a ship
-Weapons on a ship rendering below a friendly ship render above that same friendly ship.
-Sufficient inventory upgrades make the cargo hold continue off the screen, making certain slots unselectable.
-Going back to the menu does not allow me to select endless again.
-Falcon on default loadout fails to clear the first wave, can't finish off the fighter.
-Kinetic/Explosive/Energy damage isn't explained. Longspear Railgun does 12 or 6 damage to hull instead of the listed 30 and kinetic damage seems to do less damage than the stat card would indicate.
Fun game!
Hi, thank you very much for your feedback. I tried to recreate all points and I think I understand all of them. Some could already be fixed. Some will need a bit more work. Balancing in general did not get a lot of attention yet. That will be a big part coming up. I'll try to update when I found a working beginning for all or at least a few characters.
The difference in damage probably comes from the damage type modifiers, that are not explained. The damage is modified when hitting hull, armor or shield. While kinetic damage is more effective against shield, its less effective against hull. Energy damage is more effective against armor, not so against shield. And explosive damage is more effective against hull and less against armor. I'll try to find a way to make this clear. I need to explain some other values too. Therefore I'm working on a little tooltip system to allow for some short explanations of the values on mouse-over.
Recent update seems to be missing the .pck file?
Hi, thanks, I didn't notice. Should work now. Please note: I changed a lot for this version: It's basically a mobile port; a simplified version optimized for mobile use (But still works fine on bigger screens). I'll probably start there and then work on the more complex pc version.
the discord link is not working :(
Thanks for the note. It's fixed.
thank you! :)