Not much you can do when ten ranged enemies suddenly aggro on your squishy mageling. Went in with full mana, found the only cover available... still got nuked because spells don't pierce obstacles. The biggest insult was the three shamans in the pack, though. Heals AND smite for the mobs, so I couldn't just hide in cover and let them come to me one or two at a time. And before someone says I should have went for the stairs... I was WAY out of range. Other side of the map.
Bug: After selling an equipped shield, entire game froze. Could not re-equip, could not even enter character menu. Tried refreshing, attempting to load the save grayscreens. Kinda sucks because I was in the middle of a really nice energy mage run.
The ability to rename fleets would be very nice indeed; so would some lines on the automatic fleet page, connecting the input boxes to their resources because they're quite far apart and can get mixed up easily. Other than that, it looks good so far, keep up the good work!
Since Kong doesn't allow editing of comments: Yes, V17 is the best core farm. It's quick, easy once you know how to do it, and like I said before, gives between 400 and 500 cores. I know cores aren't all that useful at high levels, but still, an extra SP after every two or three runs isn't a terrible deal, and you can run it at any level, since it's a vision level.
The boss spawns WAY too many adds, and the phases during which it spawns them while it's unattackable are about twice as long as they need to be. The trap upgrade (wall spikes) makes the adds a joke, especially if you have five or more repairmen working the wall. Overall, there's potential here... but there's a loooooot of crud that needs to be removed to find that diamond.
Having the same survivor ill for more than two nights in a row is complete BS - especially when they're finishing nights with well over half stamina. Upgrading other archers in the order of STR > STM > REL > AIM up to the near max will at least give you a semi-competent leader for nights when your first hero unit is ill (which, if you're like most of us, is most nights). Not sure yet if letting hero unit sleep for a night will cure illness - might try it at some point, for now he's too useful as a sentry.
It'd be nice if the multishot upgrade had any spread at all to it. Couple that with the weak upgrades and the very short overall game length, and this isn't even a glorified timekiller.
Game suffers from freezing whenever something new enters the screen, which makes a lot of encounters... interesting, to say the least. Also suffers from control issues, especially when trying to turn around. Great atmosphere, decent story. 3/5.
Big, BIG tip if you're having trouble with slowdown: Lower the quality. It's set to Best by default. Setting it to a lower setting should significantly increase performance. (Yeah, I know it's a basic thing with games like this, but I see comments about it.)
Making the first planet of each row a sort of checkpoint, where you can restart from there on your next launch, would also help with the gameplay. As it stands, once you get past about the second or third row, returning to home to add new rockets/lasers gets... tedious.
Also, the slow back-and-forth rocking of the ship interior is very vertigo-inducing. If you start to feel sick or dizzy while playing, that's probably why. Another issue is that the autominer reload tip cycles constantly once all other tips have run through. It'd be nice if the percentage ones cycled instead, since they're actually marginally useful.
Sorry about that. Thanks for the detailed bug report though, should help me in my epic confrontation with that merchant.