I see a lot of the suggestions get into the micromanagement of the civz, and honestly, I'd like to see you go in the opposite direction. I saw you mentioned working on an orbit system, and yeah, that's really all I want - the ability to create planets, and adjust orbits. I want to see the game get larger in scale as opposed to more micromanagement. Let the planets and moons themselves be the lowest common denominator, and let us build solar systems orbiting other solar systems, galaxys around galaxys, all swirling one giant sinkhole blackhole (if we want). This game's about being God, so, think BIG not small! Although it would be really cool if there were civilizations doing stuff in the background, conquering, etc, building space monuments in your honor - and in order for you to even notice them they have to conquer a significant portion of the universe...
Perhaps a scale setting would allow you to create larger scale systems. I'd like to add more empire settings and Technologies, but also allow them to develop more on their own, decreasing the need for micromanagement, but allowing it at the same time. And I like the idea of large scale empires, it's something to consider as I make GodSpace more "Galactic" :)
I'm fairly certain I figured out what's going on off screen when you mass carriers on defense levels. I think it's a near never ending explosion for your mass of units that you're basically feeding as fast as it can explode, and the fight doesn't reset until it blows all the way up back to your base. After I added a bunch of freeze drone bases, the thirty minute long battle moved much more quickly. I think they disabled the big guys so i could finally get in killing range.
Really interesting concept. The game isn't that fun though. What if you turned into a duel based game with both units having shield abilities, and neutral lasers on the field. Deflect a laser and it becomes your color and can kill the enemy, the enemy deflects a laser and it becomes their color and it can kill you. If done in a closed space, the lasers could ricochet, and more and more lasers could be added until one ship dies.
The base tower shouldn't shoot anyone. If they get to your base, it's because they are using higher cost units that don't give as much income. Right now, the only viable strategy is to build newbies until you max their population limit, then switch to samurai, then heavy armor men etc... The only way to counterbalance this is to make each tier of units cost the same so that you aren't penalized for properly countering the enemies units. As long as my horde of recruits can mass in front of my tower while the enemy is destroyed by the tower, I can wait for the opportune moment that I can overwhelm my opponent's tower. Even once you hit the 8k income cap, the same strategy applies. How little money can you use to save up enough for an overwhelming force. The tower doing dmg, or as much dmg, only leaves 1 viable strategy.
(post 3) In the end, there needs to be a meta for what we do all of this for. Maybe conquer the pirates, rule the space, etc... What i'm saying is while you have a great upgrade system in place for your spaceship, there needs to be an overall "upgrade" aspect to the game where you gain more power, not just more power to kill the same asteroids over and over. Also, add additional, tangible, benefits to establishing a trade route, and possibly even a separate mission to start a trade route. Navigate an asteroid field with no guns (ie a trade ship) or something along those lines. I'm going to summarize everything I've said and mean to say in 1 sentence; the details of this game are fantastic, the overall picture is not. Good luck, man. Look forward to more.
(post 2) There needs to be an end game for all this stuff, but I'll get to that in a second. I like the barter system that you have in place, the stock market was fun to play with, although I do wish you can buy and sell resources for a profit, although I understand your worries about exploitation and the game just being broken but if you give us more things to spend our money on, it might not be such an issue. If you let the money flow a little more, you could create a fleet where we get to customize every ship and buy the upgrades for all the ships, give them names, etc, so then when a ship that we take out dies, it loses all its upgrades that we purchased for it, or something along those lines.
(post 1) Alright, I just put about 3 hrs into this game. The start of the game is a bit frustrating, you can barely get any resources and it really takes a while before you can start to snowball. There needs to more variety in the value of the resources. I jumped from selling iron and aluminum to uranium, all of the other metals I collected were just there for me to not have to purchase from the shop. A bigger spread in value would encourage me to do more of the different missions rather than just uranium. You could even make different mission environments effect the ship. It didn't take me long to be able to differentiate all of the asteroids, however, more variety in killing things you can give us the more entertaining the game will be. (I didn't reach any dark matter missions etc..., I only upgraded my building to lvl 2-3).
You've said a few times "if I make a sequel..." I think what you mean is "WHEN I make a sequel ... will happen" Seriously. Sequel. Ignore the people that want to add level up upgrades that aren't costumes, that's just their addiction talking.
Man, I played this game a few weeks ago and screamed in frustration at the horrible mechanics. Then I look and it's got a 4 star rating, so I play it again in case I was horribly wrong the first time. Then I threw my computer out the window in frustration of this game's horrible mechanic. Now here I am, trying to fix my broken computer. Why on earth are we giving this game a 4 star rating? Just because it has swords and gladiators and we all really really like that stuff? 2 stars because at least I got to decapitate someone with a meteor.
This is a great game. The gameplay blends leisure and depth wonderfully. Let me just preface this by saying if I didn't think this game was great, I wouldn't bother to criticize something for free that I got on the internet; we don't have enough time to build a connection with anything. We do 1 quest, maybe 2 with each person, and then it move us along to the next area. We don't get to build any relationships with really any of the characters, and we don't care about what happens to any of them, or we would, if anything actually did happen to any of them. I'm not trying to be greedy and get everything and the kitchen sink in a free flash game, but if you just add a few more layers to it, a few more characters' journeys, a few more tragedies, you'd have something truly sensational.
It was a nice relaxing game with fun animations. Although truthfully in the first sequence I thought it was a dude running holding an oversized carrot on his shoulder. Loved the artwork.
I felt your controls handled just fine, didn't take me more than a minute to get the feel for it. The game looks great, but it's a very static game, not a lot of variety in the combat, and not a lot to think about tactically. I also got laser spread when using a machine gun in gunslot 1, dunno if that's intentional or not. You should check out star fighter disputed galaxy for some ideas for the fighting system. Definitely needs a minimap, ammo is tedious, it's not mazelike enough or have a mazelike enough feel to justify the lack of radar. Game's got potential, just needs more work.
You do a good job combining fast pace and control. I wouldn't be opposed to having a minimap of the course. And as previously mentioned, electrical gate hitboxes suck and cheating ai is never any fun. Good job, good core game worth refining.
Dude, you didn't even use upgraded features from the other games that have come before it like, holding down the mouse to highlight multiple bases. The style/concept of the game isn't bad, but now add some gameplay.
I stumbled on the game at like 1:30am and refused to go to sleep until I beat it. A suggestion i'd have is to make the treasure do something, like in that old camelot beat em up for snes. Your guy got armor and a bigger sword and stuff. Just so there is some kind of tangible reward for what you're doing rather than just point meter. Had a lot of fun though, thanks.
It's a very soothing and relaxing city construction game, so why make it a forced click fest? Don't make us click for money, don't make us click for supplies. If you want supplies to be delivered, make us build a supply building that covers a certain area and sends cars out onto the road. You could make buildings for houses that increase the pop, then buildings for business which increase money. Flare is fine and makes sense, but could be more used as a way to unlock biggers things, ie, skyscrapers, or apartment complexes as the city gets more developed. Could be one for rivers as well. If you take none of these suggestions, that's fine, but at least add some life to the world. A fish jumping out of the river or a kid being run over on his tricycle, something.
Perhaps a scale setting would allow you to create larger scale systems. I'd like to add more empire settings and Technologies, but also allow them to develop more on their own, decreasing the need for micromanagement, but allowing it at the same time. And I like the idea of large scale empires, it's something to consider as I make GodSpace more "Galactic" :)