I am a huge fan of tank games. Less so of the "every enemy fires veerrrryyy slowwllly" model, but you were aiming more to the arcade side than tactical, so I forgive. And the enemy tank AI is not absurd -- which is refreshing! I will definitely play future installments of this. Good fun, good game!
Amendment to my previous comment: apparently you have to farm that first level until you unlock better equipment, then it gets much easier, and the following levels are actually also reasonable -- usually one or two deaths (if they happen) generate enough xp to unlock new things that make the level much easier. Still would say it's poor level design to make you fail upwards right out of the gate. It doesn't represent the rest of the game.
Yeah, I'm impressed with the difficulty levels here. And by impressed, I mean that I'm not sure I'm in the mood right now to get slapped upside the head every 60 seconds. But I may come back and push through to see if there's a more reasonable learning curve on level 2.
I don't want to just repeat other people's complaints about gold/credits/etc, so I'll try another example. I was enjoying this game a lot, and even fine with there being another level I couldn't access, until I first spent a lot of gold to buy an upgrade to my shop. Then I was told that, even though I had bought it, I couldn't actually have it until I joined a guild. Shouldn't something like a Guild be a choice? I feel like I'm being punished for wanting to play the game alone. In general, people respond better to the carrot than the stick. You are not going to punish me into joining a guild. That is not the game experience I want. However, the game I do want to play lets me upgrade my store. So -- impasse. At which point, I go play something else.
this is really nice -- clever and engrossing. one complaint though -- I felt really railroaded to the [avoiding spoilers] 100% ending. I wanted to click on other names instead of that last one. I had a lot of ideas on how I could draw info out of these people. Or at least wait and see how things played out with car0t, and see if I could turn that to my advantage. I think you could crack open the ending there, and make a bunch of 100% endings ... from ones that end in triumph (with a great news story and Secretnet revealed) to death (Gatekeeper sends Darkil to your door).
Was totally into this till level 4 -- I've beat it three times, but it's not registering/unlocking the next level. And cannot see skill counters (how leveled up they are) without clicking on them.
Yes, very solid fun. I agree about having a goal -- we're fleeing for the border, right? Don't we know roughly how close we're getting? Putting that info on the screen would add another level of satisfaction to the game. And also agree about the grammar -- graphically this game is super professional and slick. But the text is as bad as any one star game on Kongregate.
Yes, I "won" an AK47, but it wasn't in my inventory and the tutorial won't let me progress until I select a weapon ... that isn't there. If I remember, I'll check back some time to see if this is working.
I agree that this is an excellent foundation for a great game -- if you can improve the AI (which is one of the harder programming tasks to take on) and have the random piece placement as a kind of "skirmish" option to the main game -- carefully thought out puzzles of increasing difficulty. That all sounds like a lot of work and time, but I really think it's worth it. You'd end up with commercial product -- ie, a perfect app for portable devices, very appealing to the casual chess player. Maybe you could even get funding for all that work at Kickstart? As is, this was really fun. Thanks for making it.
Dear Developer: I cannot explain why our brains are wired to want to get all achievements. Or to view achievements as challenges that must be attempted. It is not even that it is more fun to play that way. Sometimes it's the opposite of fun -- it is a compulsion. And yet ... it is one of those things that can keep people playing. It is clearly frustrating you that anyone is making that the focus of your game. But consider that the fault is not in us, but in your underestimating the effect Achievements have on our brains. Maybe you can change this (admittedly silly) gamer quirk, but only subversively. I suggest tackling that goal through the game itself.
Discovering this ruined getting to sleep at a reasonable hour. Lovely to look at and play. Feels like a near perfect interpretation of this genre. Here's something I'd like to see in future incarnations: sending ships with a left click (or alt+click) tells them to engage any ships they encounter enroute (if none, return to sending planet?). So blocking incoming fleets would be possible, instead of just racing them to their destination. It would just fit better the theme: having enemy ships ignore each other in space is a little odd.
The mission with the missile platforms you can't destroy may be the last time I play this game ... I know I could figure it out, but I'm not having any fun doing so. And PLEASE PLEASE find a friend who knows grammar and spelling to do a quick proof read. Tough to take a game seriously with such major errors in almost every sentence.
I keep coming back to this game, so it's really growing on me. But I agree with all the popular gripes in the comments, and I'll add one I'm not sure has been mentioned -- I cannot see any way to remove a weapon or component from my ship without placing a new one in its place. This means I can't sell something to get that last bit of money to afford a better item. Very frustrating.
thoroughly enjoyable. scratches my strategy itch. I agree about the lanes-of-combat format starting to wear thin -- it wasn't horrible, but felt a little jarring pace-wise, from slow considered decisions to rapid-reflex key mashing. I would love to see something a little different for combat in future (I hope!) sequels.
I think the officials just scolded someone I had shivved -- "No Comrade! Lying on the street bleeding is not the socialist way! Up Comrade, up!" Not only funny, but fun to play!