Cool game aside fRom the clutter. Some enemies are the same color as bullets, others the same as the drops, while some are the color of the weaponomicons. Some things chase us, some things we have to chase. It's all chaos. Can't see a damn thing starting on stage 3. Can we at least have an option to turn off the blood/explosions/flying body parts animations? They're cute, we just really need less stuff moving on the screen.
A Unity version of Darkstar One (or any other "space pirate hunting & asteroid mining" game). Nice! A bit slow, as with most games of this type, but fun.
"Pirate Captains will drop special loot!" First game: "...oh, but you need cargo space to take it; lost forever!" Second game: um, yeah, thanks for that $67.
Is "reward for disabling" a modifier for how much cash you get for kills with that weapon, or is "disabling" just some concept I haven't come across yet?
Fun game, even with the imbalance (or sadly realistic?) morale and search issues. Day 40 came, and I let the Army leave without me. With my trusty M249 ("King Headshot") my M79 ("Party Popper") and my trusty cat working the reload, there was no reason to leave.
Several arrangements have a few possible permutations of secondary instrument tracks, which are hard to just tell if they're right by listening. It gets a little tiring when everything fits but there are multiple correct-sounding solutions, and you just have to rearrange the interchangables until you find the *righter* one.
Not just laggy; every two to six seconds, it hangs for two to six seconds. I'm spending as much time waiting as I am playing. Ugh. and SataiDelen: no, we're not doing that. The problem is only with this game, why would we slash and burn everything else?