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Sodinar. The orb is an effective combat unit, probably the best for brute-force fighting. The nexus is an incredible asset, sort of a counterpart to the missile frigate. Because of how its attack works, it can fire at asteroids and hit any ships behind them. The pulsar is not useful at all. It either needs to be able to attack things, or to be able to irradiate tiles without traveling on them. The starcore is good on some levels, because it lets you re-align resource and health tiles to make them closer to your warp gate. The quasar's special ability is impressive, but if you can build enough orbs to make it effective, you already have the upper hand in the fight, and the quasar won't make a big difference.
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Klosians. The aurora is the best Klosian unit, easily so. It lets you secure resource tiles very early on, and on some levels, you can even get a couple hits in on the enemy warp gate in the first turn. The ion core is not that useful. With all these asteroids, you never get to take advantage of its straight-line feature. The singularity is little more than a portable punching bag, not worth using. The phaser is effective at attacking groups, but it needs a much higher health or it'll be destroyed as soon as it attacks. The mothership is... Useless. Easily the worst ultimate ship.
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AI issues aside, the ships need balancing out. Here's how it is right now.
Humans.
The fighter is a versatile combat unit. Good for early on in the match.
The logistics ship is excellent for letting the stronger ships keep taking hits. Its high number of moves also lets it hold down resource tiles early in the game.
The missile frigate is hands-down the best human ship. It can fire from around corners and avoid counterattack, but is also capable of taking a real beating and staying in the fight.
The defense platform is good for area denial, but with one tile range, it can't cover a lot of area. It'd benefit hugely from having a default range of two.
The juggernaut is probably the most cost-effective of all the ultimate ships, but two missile frigates and a logistics ship would be preferable. It should either be able to regenerate health on its own, or have a much higher health.
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in the second battle, around the 3rd round i lkost the ability to make ships because clicking on a hex stupidly toggles (instead of showing) the ship menu, and a glitch resulted in the ship menu being out when i wasn't placing a ship (i couldn't interact with it). a few turns later, a single empty hex didn't move with the rest, and i couldn't interact with anything than the one that didn't move. i couldn't even quit.
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The game features a unique and interesting (albeit headache inducing) battle system. My major gripe would be the story. "Story mode" is a poor descriptor, as the story reads like a history text book. Possessing no actual characters, the monologue equates to little more than "everyone hates you." If you were to make a second star relic, id suggest multiple planet systems. Contrary to ChickenBoogey's post, the only major bug I can find is the ability to heal 1 point over max health with an upgraded logistics ship.
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Awesome game, very original. It needs a better AI though, it doesn't take full advantage of its units' abilities. Also, game balance could be improved. Klosian >> Human!!!!!
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cool game. Just came back to it and enjoyed it again. Difficulty levels could be improved. Would love to see it expanded. Wish it had badges.
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Very buggy! Crashes quite often. Once the game randomly gave me control of the enemy. Sometimes it just freezes up on my turn. Creative idea, but I can't give it more than one star if it doesn't work 30% of the time!
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i have a battle strategy and 1 request battle strat: be sodinar, in the beginning spam frigate thingys when you get quasar just spam about 8 to 10 orbs, keep them close to warp gate then buy a quasar and charge the base with all of them.
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lol the klosians call sonidar the ancient ones but theyre hilarious and dont seem very "ancient" some quotes are: oh look the humans are attacking how cute oh f ffff ,I AM GOING TO LIVE BASTARDS , vets pick a side and after we win betray it wonderful the cultists sound fun weee, its time for betrayal muwahahahaha, OH I WILL BE THE HERO OF OUR PEOPLE well screw you hippies
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I found a bug and I sent this message to Kongregate. If you are the developer or a player, please read:
"When I was playing with the Klosian race a bug happened. I say bug and not glitch because I couldn't keep playing. I summoned a Mothership. When I had enough energy to summon a second I couldn't. I couldn't summon any other ship because the menu where they were supposed to be vanished! Please fix ASAP, I want to finish the game."
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Great game indeed. I just finished human campaign. Keep up the good work. There is room for a lot of improvement and I know you're competent to do it a lot better next time.
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A sequal would be wonderful as I think that this game is exactly what everyone wanted in a turn based space game. The gravity rotation per turn idea really does sound unique and is a unique game play mechanic. It's very awesome, but as some of the people have said it is too easy, if the ai gave you more of a challenge it'd be very fun. For right now, I still give this game a 5/5 and encourage the creator and other game makers to look at this game and consider a sequal, it's so great and has so many possabilities.
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amazing game. I really like the option to destroy orbital repair station in case the enemy is using them to cream you.
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The orbit mechanic sets this apart from the other games and i am astounded at the quality of this game, i would normally expect this type of game on a disk but for a flash game this rocks
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The human upgrades are pretty useless, at least in the low levels. I never use the Logistics Ship or the Defense Platform, why are half the upgrades for them?
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you should tell about all races ships specialities before i'll play for them)) if i could only know that quasar could kill my base with one shot -11dmg))))))
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i likr it, the orbit system adds a slight lvl of realism to it. however i would say the quasar is strong, might i suggest it has 0 base attack and 6hp.
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Superb! Marvelous! B E A Utifully done ^(n.n)^ A very Prominant beginning to a franchise style.
The board shoulda been one space larger. Notes/Ideas/Suggestions...: * 'PlasmaSea' Sectors~ Causes damage to unit on space every round [cannot be targeted by attacks.] * 'Ion StormClouds' Sectors~ Unit ends movement in this space. 'Rogue Meteors'~ When the system rotates, there is a random chance that a Rogue Meteor will appear on the edge of the System. {BTW, The Central 'End Turn' should be a Sun} The Rogue Meteor Has 10d10 (10-100) Health. It's movement pattern would be 1 Space towards the Sun & 2 Spaces Clockwise. (there's a lot more to Rogue Meteor), but you get the idea. This is a Exell start. Just think, using this system you could even learn to design the board in 3D. the dreaded z-axis o,0
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The gameplay is because i cannot describe it better pure genius. The rotating battlefield, the asteriods and the story itself is very remarkable. I would love to see this game expanded with some more types of units though.
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I'm generally not a huge fan of this type of game, but wow.
I can honestly say that this game is unique in so many variants, and that it is both easy to pick up and in depthed enough to be enjoyable to play for hours as well as for a few minutes at a time.
I'm hoping that it not only gets expanded, but that it gets achievements so that more people will be able to play and enjoy it as well.
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I would love to see the rotating-field-of-play concept expanded on, specifically by adding satellites with their own gravity and rotation.
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The cheap units are too good. There's really no counter-strategy for just spamming the cheapest units, since the gains in time (more ships means getting to do more things in one turn) totally outweigh any advantage you get from a more balanced team. As a result this game is pretty fundamentally broken.