Could be more polished. Here's one thing that would be an improvement: When clicking on something that opens dialogue: First click opens box and starts showing text; second click shows all text (repeat these two steps for each page of dialogue); last click CLOSES the box (instead of showing the text again).
I'd just beaten my first batch of Rank 1 bounties, then came the first Rank 2. And the very first card he played: A fully-upgraded Epic Aether frog. :/ Also, this game feels far less strategic than other card games I've played (MtG, Hearthstone, and on this site - Card Hunter, HD myth). My main 'strategy' is to chuck out whichever card seems strongest. The abilities don't give more control (all rng targets) and cards can only be deployed in one place, which does not leave much room for tactics. Perhaps there is only deck building. (The cards are also unbalanced in power/cost) The shallow strategy makes me feel that all my wins are due to having superior cards or luck, which is not very satisfying. The graphics are nice, but otherwise this game has the depth of Little Alchemist, and is just as P2W. 3/5
This game instantly reminded me of Signum Project, as the main concept is identical. I also made my own game based on this concept and designed a bunch of confusing levels. From that I learned that you have to be careful to avoid having multiple solutions for each level -- something this game fails at. Overall, this game is quite easy to complete and not particularly satisfying.
Pretty good, liked the level hub, but I think can be improved: *The actual amount of reserve ammo should be displayed instantly when switching guns. And incorrect amounts are sometimes displayed *The joker and and final boss are too easy to exploit by fighting close. *The ending was could have been longer. *Maybe add a few puzzle-oriented levels.
The energy emitters are unlocked too late and are overly expensive. Instead, there should be overhead transmission lines (mountain, forest, land) that have metals as cost. Maybe add a liquid-transporting equivalent of the tunnel as well.
It's extremely strange how the pirate ships scale to meet your health, damage, etc. This makes it less cost effective to fight them using your best ship but you can switch to a cheaper one and still gain massive loot. Instead, have a variety of ship types that have a fixed level.
Multiple resource buildings with high rates of production (level 20+ ore mine) can put huge strain on performance when viewing individual planets. This could be due to the rapidly incrementing numbers and calculating auto-collect chances.
Maybe reducing how often the count increases could help to reduce lag. For example, instead of increasing by 1 ore per 0.002 seconds, it could increase by 500 once per second.
Love this game. The multiple hierarchical levels are great for an idle/space game and it makes this so much more detailed than the others.
Another great thing is the code-wizardry in aspects such as the file system, the mass upgrade, the science tree and being able to have lots of buildings across many planets without lag.
Things that could be added can include more buildings, craftables and enemies. Maybe there could be an event system with things such as invasions happening every now and then.
This game seemed like a great idea when it was released, but a lot of things could have been done better. There needs to be background blocks, more uses for levelling up (what's the point if enemies just scale?), more enemy types and customisation in the creator, etc. More creator capabilities should unlock the higher developer level you are.
You won the lottery ;)