An interesting concept, but in most fights, the game boils down to crippling one enemy's leg/arm, depending on if the enemy can throw or not, and then just moving on to the next enemy while the previous one bleeds out. This kind of repetition gets in the way of having truly entertaining battles. With some improvements, I could really get into this game, but as it exists now, it just winds up feeling too repetitive to really enjoy.
I think the issue players are having with level 2 is the tutorial. Sometimes you can't advance past certain tutorial dialogues unless you hit the 'skip tutorial' button. That button isn't very obvious, so it's easy to see how people would miss it.
Other recommendation is to consider a level beaten when all AI opponents are defeated, instead of needing to conquer all the blank components on the board. Having to play that kind of moping-up action isn't particularly exciting.
The enemy missiles seem to have far too many HP considering that you cannot target them with anything but Pulse Cannons. They're the lowest-damage weapons in the game, and the ones you get on your base have garbage for range, meaning that unless you have some escorts with pulse cannons, you're gonna get blasted.
I wish people would stop rating games down when they try out a game that just doesn't appeal to them. I've been looking for a game like this for a long time now, and only just found this one a few days ago. I love builder-focused games, and I've wanted a persistent world game that wasn't focused on building an army or warrior since I first started poking at the genre a few years ago. While it's not perfect, it's certainly fits a niche that I've been hoping to find for a long time.
If you ask me, this game is proof that you don't need fancy modern graphics to make a good game. The music fits the game very well, and I love the hyper-kinetic feel. Only issue I have is that when the 'hunter' enemies kill you, they hover right on top of your new ship, and it's very hard to see what's going on right around you at that point. I wouldn't say that's a bug or anything, just a little bit of challenge that irritates me at times.
Fun little game, but there's a lot you may want to consider for ways to make it even better. First of all, all the weapons are nearly the same, except for fire rate. Giving the different weapons a bit more variety in how they work would definitely encourage more experimentation in ship equipment; much better replay that way. Bosses are rather grindy; lots of health and low number of attacks. Giving them a little less health and higher fire rate/more bullets per shot would definitely increase the challenge. In fact, this could be said of enemies across the board. Lastly, while 'dismantling' bosses is rather fun, the fact that they're weakest at the end of the battle is rather anti-climactic. Still, I really like the unique visuals, and the upgrade system is pretty fun. I'm looking forward to seeing what you do with NW3.
Another glitch that you might want to address... You can't continue until you beat a given wave of enemies. However, if the enemies aren't on the screen, you can't really beat them, resulting in a stuck game.
Very interesting game, but I agree that it could use a little refinement. It could definitely use more detail as to what different stats mean, for one. I just gained 1% stealth, but I can't find anywhere what stealth does. Also, the radar screen is too dark to be of much use. You basically need to stare at it to make sense of anything, which means you're probably gonna fly into a lot of bullets.
Not a bad game at all, but there's not enough costs associated with anything. You just start raking in money hand over fist. You need to find some way to increase the challenge.
For some reason, gaining energy from the Salvager ship doesn't get recognized by the game during the turn you gain it. It still thinks you have insufficient energy to play cards that cost more fusion energy than you started the turn with.
@nullvoid: It seems that the issue with energy setting still exists when you decide to create a new deck; it still wants to give you a base using the old energy type you had chosen. Page reload is still necessary to correct this.
It would be helpful if ships list their maximum hp as well as their current hp. Otherwise, it's easy to forget what a ship's max hp is an waste repair actions on a full health ship.
Fun little game. Took a few tries to get a strategy to beat it. Maybe a survival mode, where there is no time limit but a continually increasing number of monsters swarming could add replay value, or some in-game achievements?
Well, I'm not always a fan of these art/concept games, but I enjoyed this one. Not only is there actual gameplay, but it looks like the choices you make actually change the way the game plays, even if only slightly. Definitely looking forward to more like this.
I agree. I will fix this in one of the next versions.