Astroflux – Present game
I would classify AstroFlux as an excellent game engine/mechanics, but would call it an incomplete game because there is so much amazing potential to what has been established. The existing content is designed for a player to go into the late 20’s early 30’s before the game either gets difficult or repetitive. Now, this is really based on a single user perspective which doesn’t necessarily group up too often. Grouping up could allow the more difficult regions to be overcome (Sark in partic
ular).
The Great
GUI – very clean and intuitive to use
Play Style – easy in, easy out action game
Weapons – Nice assortment, variety and effects
Systems – well organized and provide varying difficulty when appropriate. I love the little details like the planets revolving around the sun.
Artifacts – ability to make your ship capabilities different than other players. Though end game may look very similar for PvP situations
The Good
Resources – readily available and I can’t really argue with the costs
Leveling – gives you a bump in capabilities. This could be easily be changed to have bigger or smaller increments – based solely on where you want to go from here.
Planet Exploration – I like it and early on the resources are very helpful. I’m not sure where it is going long term, but it’s an interesting distraction and a reason to get to a planet when it might be difficult to clear out the creatures.
Replayability – it’s just a good shooter in every way and form. System response time seems reasonable, but a large load could affect that. Still, it would be a great problem to have.
The Bad
What has been achieves deserves to make you money, but there is no compelling reason for people to necessarily buy flux. We need to correct this so you can fund further development to turn this from a fun platform to a real game.
Astroflux needs to be developed into a game that continues with its action based play style, but turned into more than what it currently is. It really needs some long term game design. It needs something to lure players in and keep them there once they have maxed out their level/ship. It needs resource sinks and player cooperation (guilds/factions) & player battles (with meaning if possible)
Leveling – Downside is that a level difference of 12 gives you 100% changes to the stats and makes level differences quite significant
The Ugly
PvP is terrible because there is no penalty to being a pirate. You can have the best of everything. You basically lose nothing when attacking because you typically have the advantage of first strike or determining the timing of the encounter. In my mind a pirate is a rag tag ship that can take on wary travelers, but not usually capable of bringing down a military vessel (unless it’s the smallest of vessels).
Opinion – Player population has dwindled to a point where this game may vanish.
Artifacts – Remove the resist all artifact or allow the resist all artifact to drop, but have it on a timer so it will decay and maybe be unusable in about a week. This might make fighting a bit more interesting while allowing an artifact to be powerful. Or make the artifact space
Repairing ship damage – comes from existing resources. No resources, then no repair. This will somewhat help
Engine Thrust – comes from existing power and not based ona special ability. This would make following & firing on a ship much much harder