(5/5) This is a game that uses RNG in a way that creates a positive experience. Having poor RNG doesn't tend to make or break the run, while having good RNG can help you get farther than you might normally ought to, but shouldn't shoot you too far out. So excellent job on that!
My one complaint is that there is too much to keep track of toward the end of the game. My last run I missed grabbing a couple good items early on because I killed the enemies too fast. I couldn't see the +/- item sets AND read the +/- stat changes before the items would disappear. I ended up watching ONLY for the item set I wanted and totally ignored the stat changes. I felt as though I was being punished for being too strong. Instead of having the cards immediately disappear after you've killed another baddie could they instead stay visible for a flat amount of time, e.g. 5 seconds? This would prevent a new set from popping up until you've chosen a card or discarded the set of three.
Thanks for the breakdown! Glad you saw the RNG as an element to control and overcome rather than an annoying obstacle, I was really trying to prevent that. That's a good perspective on feeling like you're being punished for being too strong. That's something I've felt in other games where progression just felt like a treadmill, like when enemies scale with your stats and it doesn't feel like you're getting stronger at all. I know it can be a lot of things thrown at the player but I was trying to figure out how to up the difficulty w/o just upping the stats of the enemies. I'll certainly take another look at this stuff if I make a full version of this, so I appreciate all the feedback :)
One of the most clever games I've played in a long time, truly loved the slow difficulty increase and learning curve. I also appreciated the lack of hand-holding. 6/5
Solid game, great AI, was definitely worth playing. Only thing that would be worth improving would be a "select" box to grab all your planets rather than moving your mouse over each individual planet. Good luck in future developing! 5/5
Bug found: When you have your inventory full and you use your items of a level, if you go to the next level and then return to the levels map then all of your items are returned to your inventory.
Thanks for the breakdown! Glad you saw the RNG as an element to control and overcome rather than an annoying obstacle, I was really trying to prevent that. That's a good perspective on feeling like you're being punished for being too strong. That's something I've felt in other games where progression just felt like a treadmill, like when enemies scale with your stats and it doesn't feel like you're getting stronger at all. I know it can be a lot of things thrown at the player but I was trying to figure out how to up the difficulty w/o just upping the stats of the enemies. I'll certainly take another look at this stuff if I make a full version of this, so I appreciate all the feedback :)