This would have been fun if the difficulty curve didn't turn into a cliff after the 1st level. Way too frustrating getting instaganked as soon as you move. Pass.
A low priority bug/oversight: The centre of rotation for the player cruiser is right on its nose, giving it a very odd feeling when turning as the tail behaves like a flag in a breeze.
So, after a few hours of playing through this delight there's a few things that I've picked up which may be of interest.
The autopilot is less than great. It gets stuck bouncing off stations when undocking (sometimes), and for some reason decides stopping in combat is a really great idea.
Which leads us to the reason the autopilot is being used in combat - the up/down controls are backwards. Pressing down tilts the nose of the ship down, and this is the opposite of how I'd expect something like this to work - pressing down is usually associated with "pulling back" on the stick ie: tilting the nose up.
Perhaps a choice in the options for either flight or standard controls?
It would be super-useful if the target listings displayed the current modifier for stations, yields of asteroids, and HP of pirates. Sorting by proximity would be nice too, but would probably only be worth doing for asteroids.
Fantastic game. Just needs a little love. :D
Amazing. The only things that really could be improved are listing targets by distance, and preventing the auto-pilot from getting stuck on stations when undocking,
Jesus..... When did that "advanced" flight control thing get added? Why is it the default for all the missions? And why is it so bloody awful and obtuse?
I love Glean so much. Especially the music (which no-one seems to care about).
I have to say though that the hunting wildlife is something of a gimmick which while fun at first, gets old really fast due almost EVERYTHING later on requiring bug bits to make.
There's also something of an issue with the whole not telling the player things. While it adds to the whole "lost in space without a clue" feeling, it really only adds frustration when you get stuck and there's not even a vague hint anywhere.
I didn't even know coral or ozone were things until I dug some up while going somewhere else. Collecting bug bits and pearls was also quite "guide dang it".
Still awesome nontheless. Just very frustrating.
Even with the instructions and several dozen (failed) attempts these switch maze things for unlocking boxes are still utterly confusing, and to add insult to injury there is no time to think about it and plan either.
Not fun at all.
(everything else is awesome though.)
Some ideas to mitigate the absurdity which is Amazons:
A tower which kills an Amazon cannot be charmed for x seconds.
Towers remember how often they have been charmed and each time they are it has less effect on them.
Make charm a %-to-hit instead of guaranteed 100%.
Towers on high ground are more resistant to being charmed.
A flat reduction in the length of time charm lasts, because EIGHT seconds is far far too long given the pace the game moves at.
Give the fear spell a lasting effect meaning towers "freed" by casting fear on them cannot be instantly charmed again.
Seriously guys this is a very fun game, but the Amazons are just beyond broken in thier ability to shut everything down and leave you with nothing to do but watch them walk off with your gems.
i will be revamping pilot mode flight for sure. just wanna nail down some of the balancing and bugs first.