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How do I complete a job? I am at the right base, with the right amount of mined goods, but nothing happens. And the job is still at the bulletin board.
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"E" ISSUE: When the Auto-Target selection is "OFF" and a target is manually selected the AI will shut down the engines; "E" still does not engage them. I would like so much to have the freedom to target an individual enemy and then manually navigate away with no target selected but without the "E" engaging the engines, I can't :'(
Thanks for all the awesome updates! Having a ton of fun!!
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Lots of great improvements in a few days. Fine detail: lasers don't seem to be effective in upper levels. Power drain is too high to use against massed/boss level enemies. There needs to be some reason to use lasers like range/sniping vs blasters.
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i dont get it.. All of the missions is about delivering something to a place, that isn't even on the map.."Deliver 85 units of Lokken, Destination: Cose Warehouse in Miqi [6]", that's a little hard when Miqi doesn't exist.. or is there just something im missing?
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Might wanna recheck the in-game dialogue for punctuation errors. (In particular, the countless "its vs it's" rule violations.)
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Brilliant game! :D Could you add in that it remembers your settings for things like lasers being on/off and auto/targeting being on/off when I enter/leave dock? That would be nice :) Great work though, awesome graphics and gameplay, a lot like Sins of a Solar Empire :)
i am debating this one. i like that you have to fire them up, the stations don't wnat active weapons inside, and would make fore easy dock undock tactics
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Hi Momoguru
I have enjoyed alot with your game, it's amazing that u build it alone.
I found a bug/glitch:
- The price for sell of rare objects are higher than artifact, but artifact are better.
I want to know the utility of target items like Momoguru nav.
And i suggest u to put in rockets launchers the damage for a single rocket and later the number of rockets in a single burst for example:
Battle launcher:
Launch velocity (per cycle)8---> change to ---> Damage factor per cycle/ burst (100)x8
And finally i suggest to balance fire weapons whith higher accuracy or rate or bullet speed (only one of those) (i only use it with small ships, i have not test it with big ships yet for the bad results with smallers).
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Great game, Very X, glad it's not to much like Eve, I have a choice again, ten hours of great play, save lost on reboot, very very disapointed. Option to load a txt save, hmm no option to save that way. Checked all my caches all gone. I was all maxed out to kill number ten tonight, oh well.
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we really need some AOE weapons for later stages, like exploding missiles. it takes way too long to clear the 3-4 dozen big ships, and more spawn while you are working on them. a way to reorder your guns on the rack wold be nice too.
aoe weapons are on the way, just trying to get things nice and tight first before i add more content. added module ordering in garage, just RIGHT CLICK
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Overall, I would say this game is great success. It achieves what it aims to achieve and is quite fun as a semi-idle game once you get properly equipped but also offers fairly decent action for those that desire it. If I were to change anything it would the way ships scale. Honestly, the only stat that matters on ships is how many slots they have for active equipment. The other stats are too small in comparison to what is available from passives to matter. If you were to change this, I would suggest adding passive slots to certain ships that can only be filled with specific gear types and that operate and only a percent efficiency. For example, the Interceptor and Infiltrators are essentially the same ship, with little to separate them when fully equipped. However, if each was given space for a second engine, the lower tier ship could have that second engine run at only 25% efficiency, where the higher tier ship could have its 2nd engine run at 50%.
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I was at the base and i tried to use auto pilot to get to a pirate and it kept running into the base and going no where
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This game is Awesome!! Keep up the good work! I am so impressed by the rendering, controls, and the interface I have not even had a chance to be blown away by the gameplay yet. Thank you!
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One thing I would like to see, if this has not been committed yet, is auto-refuel on ALL the sectors, when enabled in a station. Could be made optional as if you want one station or this sector or ALL sectors.
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If this was on Steam. I would buy it so fast my credit card would catch fire. Just, never ever ever ever add multiplayer, please?
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Same of ''MgSari'':Left the game run idle for a while and after I came back I couldn't rotate the camera with the right mouse button, or zoom in-out.
I use Mozilla Firefox and this was happened several time. After i undock, in normally travel, in mining ecc.
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First of all: great work. Really. One disturbing thing: how can i sort my modules? right now they are automatically sorted by time of buying... not what i need when the monk in me comes out.
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And a few suggestions:
- In end game there is nothing to do with money, which switches game to only rare item hunt. Something to spend cash one would be nice. Maybe more types of rockets/projectiles that cost much more but put some more damage. Or Ability to upgrade existing equipment in rarity(eg Normal->Rare).
- Weapon's should recharge even when there is no opponent selected
- Autobuy projectiles/missles to set amount would be nice(as autorefuel/autorepair)
- You could also add levels with multiple officers(especially in large galaxies)
Thanks for your game.
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First of all great game. I played it quite a lot. Btw I really liked your's Codelink too:)
I come with few issues:
- artifact equipment have normal background
- scout with no targetting bounce off stations on autopilot
- for pirate reinforcements(non-officer ones) pirate list/autotargeting list doesn't refresh
I've some balancing proposition too. That's just my opinions:
- cash reward for officers in large galaxies is too high(for example. in 50 world galaxy level 24 officer is "only" calibus class but pays 62500). Maybe it would be better to base reward on their class
- in mixed galaxies difficulty depends on connections(eg. level 1 word had connection to some of later levels and it had gateway with calibus). Maybe limiting world level diffrence would help
- I got Artifiact Battle Laser from one of first officers(Stinger class if I remember correctly). As happy as I'm imo equipment rarity/level should be based on hardness of officer.
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Very nice work and great concept. 6/5 ;) i really like it ntil the last fight.
i would like to propose some idea to implement (perhaps in a sequel ?) :
- we are a captain so why not adding few xp point and lvl for our hero, to keep the RolePlayGame i can suggest adding some traits (trader bonus, shooting skills, etc...) a random bonus could add to the replay value too.
- in the same way, xp and lvl for the crew of your spaceship with some unique bonus depending of the ship. smaller ship go faster or evade better).
- another one, :) give us the opportunity to upgrade and customize some equipements. and why not the spaceship himself. This should cost lot of gold, goods and mined ressource.
- and the last one. At the start system... a small base (an asteroid?), were you can build a small factory, a research lab... etc.
that's probably too much, but if only 1 of this idea is implemented it will add some more depth to the game ;).
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Thats pretty damn crazy. I love the graphics. Been a long time since ive played a in browser game that could draw my attention. 5/5 + Fav. Good job
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unable to play it, unity wont load on my laptop and will not auto update itself and have been going round in circles for the last 20 minutes. Would be nice if i could actually get into the game to play and have some fun but unable due to unity.
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Why can't I equip for than one type of item? It's annoying having to go back and forth over and over when I'm just mining rocks. It'd be nice if I could have 2-3 cargo extenders so as to get more in one trip.
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Great game. A couple of suggestions: I would like the ability to see tasks/jobs without docking. I think I bought one of the ships twice - please make it so that you can't buy a ship you already own.
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I first marked this as 4/5, mainly because this game feels a bit repetitive. I finally moved my mark to 5/5, because of the awesomely regular upgrades that aren't just meant to be "build #xy" but really improve the game and remove bugs.
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Really impressed with all the updates you've been implementing (especially the combat ones). You've made your amazing game even more amazing! Looking forward to seeing some badges hopefully in the not-so-distant future :)
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A really weird bug: the asteroid mining speed decreases when you zoom out far enough. Judging by the increased CPU usage, it is of a performance origin. Probably has to do with an increased amount of objects to display on screen.
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Simply brilliant!
This is a much better quality game than anything I have played recently, and to top it off, it's free!!!!! Absolutely fantastic work 5/5!
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I am a little bummed that I seem to have found everything by about system 8... now burning past 14 and there's 6 more to go!
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Ok this is a real problem Once I start playing and finally get going on good mining speed and good weapons I cannot stop playing Cant.....Stop....Playin...Need...Help... This is a great game.
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A bug I found: I docked during an officer dialog (before they had appeared), and after I undocked there were no ships in the region. Even after warping back in, there were still no ships.
Still, a minor bug in an otherwise pretty fantastic game. Awesome work!
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why do I need 7 module slots when (as far as I can tell since I am in the last galaxy) there are only 6 module types and you can only use 1 of each type?
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Fantastic job. Reminds me of homeworld.
If this truly is the work of a single person, they need to be getting paid to do this.