Comments for nan-o

avatar for SushiAddictKing
SushiAddictKing

May. 9, 2012

Under rating threshold (show) The concept I liked, however, the game itself is unbalanced. The PC has a knack for raining fire upon large ships which tend not to shoot as much is broken. I like the concept of heavy fire vs light spit fire, and you have to find a balance between heavy hitters or a large amount of light fire. Try making the large ships have more health and hit harder. This should help balance it out a bit more. To prove my point try building a ship, and on the count where it gains its seventh light upgrade, release it. you will win the game.

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(2)

avatar for Derata
Derata

May. 7, 2012

Under rating threshold (show) Sorry but with my message: AI aiming is terrible... I really have meant aiming! The problem is the calculation where to shot to get a moving target even when it continues to move... In your game it is broken and not logical. They miss because choosing an angle which is out of any sense... Just look at very old games like Wing commander or such and you know what i mean... I know it is hard to balance a game with so many possible units, but in fact there is no relation between time spend and miss rate... I understand to strategical term and aiming sure follows a programmed code, but still the result is far away of being, lets say "finished"...

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(2)

avatar for Jindra34
Jindra34

May. 8, 2012

Under rating threshold (show) Having ships fire if they have line of fire to any enemy ship and not just the one they were targeting would be good. Also have targeting based on angle of approach and not proximity would be an improvement. And either have ships be unable to loop around or shots do and simply fade after a distance.

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(1)

avatar for Derata
Derata

May. 6, 2012

Under rating threshold (show) AI aiming is terrible...

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(1)

Developer response from jasonakanewt

Actually, you might notice the larger ships fire less rounds more often, and the smaller shoot more rounds less often. This was sort of a way to add some strategy. Now I could make it where the ships rarely miss, but I'm not sure how well that would work into game play.

avatar for Jindra34
Jindra34

May. 6, 2012

Under rating threshold (show) Repetitive sounds and no real way of telling how good a ship is. And it takes like 5 minutes to win an already decided battle. Not a very good game.

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(1)

Developer response from jasonakanewt

Well the ships aren't random per say. The idea is you decide what you need, by waiting. Granted the game play could use a bit of work. I am open to suggestions.

avatar for murrth
murrth

May. 7, 2012

Under rating threshold (show) Okay, I like the idea of generating ai ships to do combat but as it is the game is far TOO simple. I don't mean that you should make it complicated but the player needs something to do rather than watch their ships circle the enemy ones endlessly. Perhaps adding a different method of choosing your ships. Maybe a resource that accumulates and then a menu to buy them from so that players have more control of what type and when they release their ships. Also the AI needs some tweaking. I found that groups of ships often get locked into each other's "orbits". Maybe the ability to select specific enemy ships to be the target. Alternately perhaps AI parameters that the player can vary the level of or a handful of preset configurations (e.g. target strongest, weakest, line of sight... etc.) I think there is a lot of potential here but right now this just isn't that fun.

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(0)

avatar for Wolfgang84
Wolfgang84

May. 7, 2012

Under rating threshold (show) Nice so far, but ships circle each other to much. After a while they should change direction if they can't get the enemy...

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(0)

Developer response from jasonakanewt

Yeah, I haven't come up with a very elegant solution to that yet. I can add more to the ai, but I have to be careful, as too many processes can kill the cpu.

avatar for collin420
collin420

May. 6, 2012

Under rating threshold (show) i mean objective

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(-1)

Developer response from jasonakanewt

I guess the idea is to stay alive by destroying the enemy ships. My directions could probably use a bit of work.

avatar for darklord7
darklord7

May. 11, 2012

Under rating threshold (show) u call that a game?

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(-2)

avatar for collin420
collin420

May. 6, 2012

Under rating threshold (show) what the hell is this game's object??

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(-2)

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