My AI seems to be idiotic. I'm in a stalemate, that has been going on for on the order of 45 minutes at this point. As far as I know, you're supposed to get *stronger* with more bases, not weaker.
Decent. Just because you can cheat doesn't make it a bad game...
Unfortunately, I had to stop playing rather quickly because the song will forever belong to Particles ( <3 ), and I had to go play it instead.
268K. I kept expecting to have to implode something with buildings on both sides. The dynamite response isn't one of dynamite; it's of a shaped charge...
Some harder ones, some that require less luck ("do this the same way 5 times, and the butterfly effect will make it work one of them").. and beams that can't be destroyed don't exist. Also, under too much stress, beams should break.
It gets absurdly easy once you've gotten a strategy and setup that works. On the last level I just, at a decent pace, sent from the start cell to each of the others.. and captured almost all of them immediately. A second round finished off the rest.
Tons of defense and regen mean that you can't lose cells any more.
OK, after playing again, I have changed what I have to say slightly: It has a steep learning curve, but it pretty awesome. The major thing that's an issue then is the game of finger-twister required to control the ship. It would be a great improvement to have the buttons turn things on and off (I held down 'o' and 'p' for the entire game; that is unnecessary).
As for that unknown command 'u'... that solves that steering reality issue I had, and is awesome, since it allows epic drifting. I would prefer a slightly faster turning speed (even if the radius stays the same and the stabilizer can't keep up).
Still couldn't make 'n' work though.
4. A/D steer. Not something you can do in reality, but it's a useful control abstraction (if you were to make that actually fire some thrusters to change your direction).
5. Still not sure if you can just set yourself to full speed, or if you have to hold 'w' down.
6. A tutorial explanation would be nice. Even explaining what the 'stabilizer' does would be handy.
7. Size and speed: I like it. I know people like big, poofy, fast-reacting things, but this is supposed to be space. An actual battle would be even father apart than this, but that would be impossible to see properly.
It seems that rank 11 while not getting a number of controls to work is decent.
My thoughts:
1. I held down 'n' for a long time. Nothing happened.
2. some sort of status bar would be nice. I get the feeling that it's supposed to be represented entirely on your ship, which is a cool idea, but it's too hard to figure out what's going on.
3. It took me ages to figure out how shields work; it wasn't clear that all shields were on full to begin with (though I did suspect something like that when they controls did nothing). That ability did come in useful.
Technical annoyance: sometimes the gun (it happened both with auto gun and seeking) would fire faster than normal for a bit. Wouldn't be too much of an issue, except that that often overheated me, so I couldn't use it when I needed it.
...Finished Prometheus, gave me the stuff... upgraded nicely.. and still not getting any instructions. I've been to every area, searched everywhere... nothing's left.
I, too, am stuck on The Frontlines. I've destroyed everything, everywhere, am sitting on top of the Prometheus, which is just hovering back and forth, and nothing's happening.
A good game, but (I know that this is how it has to work unless you deal with member-strengths) the joints are absurdly weak (certain designs don't work as well as they should)
Decent game, just one issue that means I can't properly play-- you can't release outside the game. Namely, this means that if I try to quickly drag out a cut, it won't actually release properly. Yes, it's a tad harder to do it that way (as soon as it stops getting 'mouse-down' signals it releases, as opposed to the event driven release-on-mouse-up), but it would be nice usability improvement.
I liked the game, but I dislike the fact that I reached the game's limit. That is, 999 energy is way too little. I had to try to use multiple sources, EACH of which could max out the storage, because otherwise I'd run out. Also, more garbage trucks != more effective, because they don't understand 'division of labor'. I'd suggest adding a 'claimed' attribute to garbage, so that you don't end up with 10 trucks going to one piece, and letting it build up elsewhere. Oh, and 60 seconds in-game took 5 minutes to execute, due to lag. I'd like some way to turn off/down the vector drawings--while it looks nice, drawing that many vector sprites can be a bit tricky. BTW, I'm on a C2D@1.8GHz--it should be able to deal with it.
It's a great concept, and pretty well implemented... but it's too frusterating to have to do that many things with close to perfect timing. Also, I'd prefer if you didn't have to land before using a rotation again.