I don't understand the relationship between capacity and weapons. It seems like there is one, and it seems like the different facets affect the others, but it's completely opaque as to how. It's one thing if that was your intent, but it kind of takes away from the fun of it if you're a legendary starfighter and you're repeatedly fumbling around int he dark
Turns out living through a much deadlier pandemic than swine flu helps with this game. I've been treating it like the federal government should have, mandating masks as much as I can afford to and curfews when I can. Smooth sailing
It's only a small step beyond your other games, which is to add one slightly interactive layer onto the existing framework. It's interesting for a bit, but overall it's still lacking the secret sauce of the really addicting idle games.
Like a few other peolpe have said here, I was expecting a lot more upgradability in the pinball board itself. Once you unlock the auto paddles, there's no reason for me to participate (they're way better than I am).
The tiered resets get pretty grindy, and really the only carrot that softens the sting of having to constantly reset lower tiers is that upgrades make it suck less, which is kind of a weird reward system for a game. Sure, other idle games do it too, but it does wear on you after a while.
Anyway, thanks for the game, I find your games are all playable, but just similar. I'm waiting for you to break out!
Thanks for the game! I honestly don't mind downloading and supporting after beating the game. It's organic, and even better that the app is free. Great balance of free content and having to actually support the developer. Happy to do it.
Also, there's no way to reasssign generic crew. I recalled small shuttles so I could use those crew on better ships. They stayed on their ship. I couldn't sell it. I sent them back. It was a waste of time
The resource management is incredibly annoying. Would be nice if we could just have them buy on demand rather than having to balance the supply (which isn't granular enough not to have excess or shortage).
I don't think the rebirth EXP is working correctly. It said I had 9exp and needed 5 to reach the next level (so maybe it's just a terminology issue). If I have 9exp, it makes sense that I should have 9 exp to spend after rebirth.
I can try to reword in the rebirth menu so it is clearer. Each level gives you 1 point to spend. Having 9 Exp and needing 5 means you will get 1 level. The line following that information tells you what level you will get to.
I don't understand the logic behind 24 but I figured it out anyway, haha. It's definitely more satisfying when you *get* what they want you to do, though
Does the number of times rebirthed reallyneed 4 significant digits? Why do you even have 3 decimal places when you can't spend fractions of diamonds, etc?
Love it, I wish it followed some common puzzle game conventions, like R for restart, and I wish it got rid of the green animation when you fail or restart a level.
Pretty interesting mechanics. I like that I have to make fast inventory decisions, and for the most part it's laid out clearly. I like the choices you made. Some might be annoyed that the pace is fast and sometimes you miss out on cool gear, but really you just have to reorient your expectations. I like that you did something different, and it was well-done. 5/5
Thanks a lot! One thing I did that I realized I should've done sooner was change the game description. After seeing that people were turned off by the speed run mechanic (understandable, sometimes you don't want that in a game like Majora's Mask for me), I changed the description to put it right up front and center so that people could at least have some warning about the game style. I agree with you though, the time limit isn't there because I wanted to annoy players and take away progress. The time limit is there because it forces decision making. Without that, a game like this turns into a farm fest where you sit on a node til you have everything you need, and that doesn't work for this game's vision. I really appreciate your words and that encourages me to keep pushing design boundaries during these prototypes!
We just pushed a fix for this. Should work on most modern browsers.