Has potential but badly flawed. Ignoring the dated looking graphics, it's laggy, projectile pathing has issues often circling mob for a while before hitting. Traps/constructions can be replaced but no warning or information was given about this. Since there is no indication of where a trap will be placed, this makes trying to put together a series of traps a guessing game where just one pixel or two off might mean wasting limited gold on replacing an existing trap instead.
Thanks. It's a good point to make such indicator for constructions. And I would like to know platform spec that you are used for play to analyse performance issues.
Tactical Tip: In battles, the lower rank ships (i.e. probes, scouts) are always destroyed first. So always have a bunch of these as cannon fodder since the AI always send a whole lot of them to absorb hits.
The game saves progress at the moment the shop is displayed after a day. So yes, you will have to re-purchase an upgrade (no additional money wasted!) if you leave the game in the middle of a fight. Not very intuitive, sorry for this.
Playing Map 1, there seems to be a bug either with two invisible enemy fleets or two ghost fleets. Was building two fleets on each of the side planets to attack an orbiting fleet on home planet, upon launching, the two fleets entered combat on their own planet. Prior to this, there was also a battle lost message when none of my planets are auto-launching new ships.
im on it, i musta broke something
(EDIT) jeez, im retarded... thank god i dont do this for a living, i would have been fired 12 updates ago :P, its fixed now, just refresh
im sorry, ive been updating the game a lot over the past 48 hours. i plan on adding a cheat menu, which of course will negate all scoring for that commander. (EDIT) tell me what maps they were on, i'll fix ya.
Would be nice to know if tech on different planets add up together or not, and why some buildings cannot be constructed on new planets (or is that a bug?), reminds me a lot of the original Master of Orion :D
the tech that adds up has the 'stacked' boxes icon on the tech bar. the overview of stackable tech is in your commander journal. make sure you have credits, they are universal and not planet specific.
I can't play the game now because Unity webplayer craps out on me as usual, but a quick tutorial (sorry if you already added one) to get new players started would be really good. My first thoughts playing it yesterday were like "Ok, click... hmm pretty particle effects... now what?... ok so something is forming a trail... but they keep spiraling into the sun and I can't do anything about it... let's try starting a cloud further out... no good, still spiraling into the sun :("
Thanks, cuz I would never know this with out your feedback, I get into the game knowing everything. So someone else's perspective is good :D. well I hope the bit of information helps everyone.
Thanks for the reply, but if I'm not wrong (can't check now) I was referring to "Aurora". Although SolaSim doesn't feel like a game that a new player like me can just get into, it is nevertheless good to see a dev actively updating a game based on feedback :)
That's what we try, I love talking to people and getting there feedback and helping people _____ take a look at SolaSim that's how SolaSim would look without the users input what you said about the player not being able to get into it is true, that's why we added mini tutorials for everything into it. Do you have any ideas on how to make it easier for a new comer?
There was a similar Unity game like this. It was more fun to watch. This one just feels like there's a lack of obvious controls, or perhaps unintuitive because the controls are all hidden under layers whereas the other game was more direct.
You might be talking about a previous version of SolaSim, I agree they where easier to use (the GUI) but as people asked for more control eventually there was no more place for all the controls on the screen at once.
The problem with this game is just that it's boring. There is basically no variations and you can choose to either invest in bow (and level up rapidity to at least 10) or invest in sword to whack a mole. Resistance is basically pointless since almost never take damage, unless distracted by a phone call :D
It has potential to be more than this but sadly the developer did not appear to put any thought into game play.
@mangles: can be "easily" done, my population cap at 5985 is sustained by spawning 950 a day with 2700 life. Only problem is, they take so long to die, I can't get much souls until it happens, then it's a flood :o
Ok, definitely need a kill all for souls button when the humans live for over an hour. Even a 50% discount on about 6000 humans would be a nice return on investment! :D
Ok for people who are lost about what this game is about: Basically, you send souls to reincarnate (space bar) as humans. The humans will look around for resources to build buildings and level up. The higher their level, the more "soul" will be returned to you when they die. Souls can be used to upgrade humans or simply reincarnate more humans. If your humans are not moving towards, they probably need more Sight to see the resources. So basic game cycle is: reincarnate humans, upgrade stats, watch them live/die, reincarnate...
Thanks. It's a good point to make such indicator for constructions. And I would like to know platform spec that you are used for play to analyse performance issues.