Good game, but it's duration really makes it need stable save files, and most people's local settings auto delete traditional Flash Save files on a somewhat regular basis; so, if you could figure out how to save to Kong, it would really improve things.
Thanks for the feedback nosajimiki! Yeah, I've had some feedback too when people had difficulty moving save files to other browsers. I'll work on a better save system in the next version.
Only complaint is that the map is pretty big for no map markers for things to go back to or teleporters to quick travel. Otherwise, a pretty fun little game.
It feels like tons of games have been made in this genre, but the way this one does resource, army management is exactly what they've all been missing.
Well... apart from being a shameless Starwars knockoff, the game play is painfully 1-dimentional. Kind of feels like playing a bad speed hack or school project.
Thanks, I would love to add missions and a fleshed out story. I've been working on the updated game GodSpace Galactic Beta again recently. Check it out!
Defiantly still an Alpha, but not a bad start. A few recommendations on the physics: (1) rotation feels static, you can make it feel smoother by giving it an acceleration vs friction equation. You'll want the friction co-efficent to be high so as not to make it feel too loose, but that way your angle isn't stuck at "X"deg increments. (2) As already mentioned, background movement is a must. Even it it's not "realistic" in space, it gives the user a since of speed and direction. (3)Add some sort of engine exhaust. Like bg movement, this give the user a feel for how he's moving. (4)Limit weapon range or effectiveness at range. Right now you can fire blindly at an opponent half way across the map and kill it with one lucky hit. (5) This isn't so much physics as a game-play note, but once you get the engine down, you'll want to add some variety to the enemies, your weapons, drops, etc.
If the price difference on tanks wasn't so great, it would make upgrades a lot more while. Instead of costing 10-70, something like 20-50 would make a lot more since.
A few suggestions:
I like the concept of using 3x of units for this sort of game instead of 1 (it has the potential to add a new element of strategy), but I don't feel like it's well implemented. It looks like you were going for a paper/rock/scissors concept (infantry/rockets/tanks), but the even distribution means there's no extra strategy. I'd like to see different kinds of bases that produce each kind of unit it different ratios, so if your enemy has a bunch of tanks, I could take that base that makes a lot of rockets.
Also, unit upgrades seem to not make a big difference since everything becomes 1:1 once you start to get inside an enemy base.
I'd also like to see an upgrade that helps you send troops faster. By mid-game it seems your troops are deploying more slowly than you can make them.
5/5 Great graphics, great controls, and just different enough to not feel like another clone. As for the comment on bodkin vs broad-heads, once you get good at aiming broad-heads are better. Even a glancing blow will kill most units, and spear-men you can nail the legs and still 1-hit them more often than not.
Thanks for the feedback nosajimiki! Yeah, I've had some feedback too when people had difficulty moving save files to other browsers. I'll work on a better save system in the next version.