It would be nice if the screen moved at the same rate as the mouse -- while that might dispel some of the nice motion illusion, it would also make it much easier not to accidentally hit things as you move about. Similarly, arrows or some such indicating approaching offscreen vehicles would be nice, so we can move out of the way before spontaneously exploding.
wtf is up with the keypresses? I can't get past the elevator; all three keys go by in less than 1/3 second. Either there are some seriously effing hardcore players out there, or the game is not set up properly for dual-core boxes.
5/5 for the song. 1/5 for the game. 3/5 final rating!
It's kind of insulting to the hard work people put into other games that this is doing so well. It's not that I dislike YHtBtR for what it is; it's just, it's not much of a game.
I'd like it a lot more if there was either slightly less drift, or if collision settings were a touch more forgiving. There are a lot of what I think will be near misses that cause me to have to restart the level -- and while I could probably learn the game well enough to overcome that, this is the sort of game I'd rather play for relaxation, ski-free style, than have to negotiate overmuch with. Good overall despite above.
I'm not much of a grinder, and it's kind of annoying to have to go back and train characters' skills before you equip them with new and better gear. Maybe add a gold-pay trainer you can buy skill points at in future chapters, or at least some way of turning up the random encounter rate significantly? Or even just a "training room" of non-stop combat until you choose to leave...
10 days? Great job! I'd love to see the game expanded into a fuller form; besides adding more possible upgrades in general (and some sort of resource-management aspect), it'd be neat if rockets cost resources to reload. You could also keep the rover more or less invulnerable to most enemies, but have them be able to knock you into dangerous areas, like pits or lava.
needs to be faster (or at least have a game speed option), deck customization, and an explantion in the tutorial how items work. Also wouldn't suffer from some balance work in the power gain rate department.
Tips for players: Get to level 3 before doing the L2 "Welcome" mission, and don't run 'valuable cargo' missions.
Suggestions for the game: Scale quest xp based on level of the destination system, and reduce the frequency of encounters. Add in tracking missiles or other alternate weapons if you plan on keeping the combat focus.