Returning player from the alpha test, looking forward to see what's changed =D One quick note is that I would suggest showing the class preferences for each race in the character creation screen. I had to go to the forums to find out whether the class/race combo I picked is a 'good' one.
Another suggestion is that so far, I don't see any information on-screen about self buffs/effects. I just got the Focus ability, but there's nothing showing how long it lasts, or how much it increases my crit. A simple icon with a timer bar showing up in some corner of the screen would be very helpful; even better would be if skill information would appear by hovering the cursor over the icon. Also, the skill just needs to explicitly state the crit buff somewhere. Does it double your chances? Add a fixed percentage? etc. As I've said before though, I really like where this game is going. Might even go ahead and buy one of the support packs to guarantee beta access ;)
A few more suggestions: the character I made is an Aven Gunner. As such, I spend a lot of my time trying to snipe down enemies from afar with my musket. However, I find that a lot of maps have tight spaces where I end up backed against a wall. When that happens, it becomes difficult to place the camera in a position that allows me to see a distant enemy without the wall blocking my view of everything. Might take a lot of coding, but it would be useful for walls in the foreground (between the camera and the character) to either fade out or just not be visible altogether.
I'm already loving this game and I just started. Been waiting for a good steampunk themed game, and y'alls delivered. Main issues I've noticed thus far are screen size (can't see the whole thing unless you full-screen your browser with F11) and the smoothness of the game. The framerate has been okay for the most part, although it can jump a bit at times, but it does lag everything else to hell; I can't chat in the kong sidebar at all, as it takes twice as long as it takes me to type for the letters to appear. So far, mechanics and gameplay seem pretty good, and I like the combination of point/click, click/hold, and the camera controls are pretty nice too (suggest making the default zoomed out a bit more, can't see properly on the tutorial level without zooming out manually).
I think having a smaller hitbox for your plane will help fix a lot of the issues people are complaining about, especially with the difficulty of the first few missions. Since you can only fire straight ahead, it forces you to duck between enemy shots to fire back, which is difficult to do when the firing patterns are fairly narrow and your hitbox barely fits between the bullets
the glitches in this are so funny: I hit a plane at the edge of the map, which proceeded to fall past the boundary, where the ground just ends and the plane keeps falling down into infinite whitespace
There is a slight problem with the pixies in the lifewood forest. I just went up against one that would just spam addle gas non-stop. Thing with that is that my Mardek absorbs light damage, so after a while, all my party members were ko'd except mardek, which led to an infinite loop of mardek hitting himself and healing. I think there should either be some sort of limit to how often the pixie can use addle gas or give it some sort of artificial cooldown, or make it so you can't attack yourself when confused.
A more in-depth Protectopedia would be nice, like the ones in earlier versions of Protector. That way, you can see what each unit type can do, and not have to figure it out by trial.
Fun thing to do if you've completed at least 4 campaigns: Fill all turret slots with remote missiles, and immediately upgrade reloading. During the level, just keep cycling between your missiles and fire them all as soon as they reload. Best part is that you can always target the enemy's weak spots.
@TwilightTopHat: When they do a full heal, they also start taking double damage - use that to your advantage and pound away with the strongest attack you have.
Nice remake of a classic. Add in weapon 5, the last 4 or so levels, some sound effects, and fix up the player's hitbox (it's bigger than the ship itself) and you'll have a much better game. Difficulty levels would be nice too (ie, $25 per gem on hard, 50 on medium, 100 on easy)
Gotta love the Left and Right mouse hold. It was an accident, a miscommunication actually. But everyone loved it too, so we kept it :-)