I don't understand the point of the Paladin. If you're up against your max floor then your tank is probably getting 2 or 3 shot in a single round so losing armor and health in exchange for healing on the same character isn't going to change or improve that.
I don't mind being mocked by the game but having it slow down my respawn time *just* to hear the laugh is super annoying. Keep the taunt but make respawning instant.
Auto-fight doesn't work as expected for me. With a naval cap of 20 and autofight min 100% my ships attack no matter what amount of ships I have until they're all gone.
Also from a gaming perspective population and gen time should be far easier to max out than the control and speed categories as those are basic upgrades that help the learning process and being able to enjoy the 'game' where as the other two categories are the actual game play and player decision making.
After quite a bit of tweaking the stats and sensors I managed to make it past 6 where there's a right turn about 50% of the way through where they had all decided the wall was their friend. I assume that the reward metric involves distance to finish and that turn is wide enough that they never explored alternatives which would involve temporarily regressing. Now up to track #9 and can't train them to do the hairpin turn no matter what I fiddle with. From watching the motion it seems they need to learn to drift around the hard corners which is proving difficult for them after 550 generations. 1 bike tends to vastly out perform the others with the randomness mostly involving them slamming into walls early rather than varying speed or how fast they turn so I suspect the reward metric is encouraging this behavior in some way.
Ehhh... After about 15 minutes I was done. I was pretty sure I was done after 5, but wanted to see if there were any surprises. Nope. Too samey with a zillion other "fill the bars" idle games out there.
The campaign was fairly enjoyable. The straight forward game play is fun. I'd like optional objectives displayed all the time. The NPCs felt a bit overpowered. When possible I would just kite dinos and my NPCs would follow along behind killing everything while I focused on the larger ones. I appreciate the variety of weapons, but since I'm not a big gun nut it's hard to know whats what. Is an AK-47 better than an AK-47U? Labeling a weapon's subtype at least would help. Since the AI just swarms mostly with small enemies I found shotguns to be vastly more effective than other weapon types.
I was playing this game for several days before I read a comment that "reboot" is how you prestige. I had even tried typing "help" before but there was no indication that reboot was beneficial to me. I enjoyed a few of the jokes and the grid mechanic is entertaining for a little bit, but I settled on 3 stars because A) you're making us alpha test your game. Do that yourself. B) I can't see the depth in this game. C) Lack of quality of life convenience features like saving setups.
The UI on this game is still agony. I think I would really enjoy it if it weren't so tedious to manage everything, especially with regards to cargo fleets and the ever mysterious hub fleets. Every time someone asks a question like "How do I X?" the dev should ask themselves "why are people confused about this and how can I make it more intuitive?"
This game feels like it should have had more development before it was released even considering that it's an alpha. Your character moves agonizingly slow before getting both speed upgrades. Burst rifle feels like a downgrade to starter gun. Reload speed is useless compared to clip size.
This game is really uninspired. No new takes on mechanics. No depth to the systems at the moment. The graphics are nice and the depth of stats available is good.
This is kind of a "pilot" game. I'm still struggling with some of the basic features and learning about some others that I didn't think or consider that important. For my next game I'll try something a bit more ambitious.
If you have specific ideas about something you would like to see, please comment.
It's hard to keep track of all of the different bonuses that I have. It's not presented concisely anywhere in the game so I'm forced to check every prestige upgrade or make myself a reference sheet.
I like the idea behind the game enough I've played through it more than once over the years. The actual game play is a little lacking, but it's an interesting little thing and doesn't take too long to beat. Entanglers + kiting until you have 10-20 things is hilariously OP. I had over 200 of every essence and more ammo than I can use half-way through the game.
Pretty good, but not really what I expected after the first one. The controls are a bit finicky. Jumping is stiff while running has a bit of slip which is awful when needing to super precise on jumps to tiny platforms. Being extremely unforgiving is fine, but I don't need to sit there and watch my dude be dead for several seconds after every death. I know I screwed up well before I actually die in most cases. Having to mash space to 'fight' is a step back from the original and kinda pointless since it doesn't add anything to the gameplay.
Not knowing how many skill points I need to invest in a skill to get another point of damage out of my weapons is a disincentive to multiclassing. eg ranger taking points in melee instead of just full ranged.
Thanks for the feedback, will probably reduce the respawn time a little for the next version :)