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"you have finished the game". what? i haven't even started level 3!?.. go to continue ... it won't let me continue ... WTF
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Found this looking for HTML5 adventure games. I like it - except for the time limit mechanic. Seems like finishing in a stated time should give a reward, rather than losing everything your earned for missing the deadline.
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Yay, I figured out how to make a scholar build. Captain Smartypants. When he is retired chances are he will accept a teaching position. He will have a PhD in Pioneering.
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We need a skill that lets up mine faster. And a skill that give larger visibility radius. What else would be good. A weapon that kills all shields in 10 click radius including our own (IMP of Brandon Sanderson). And if we are at Brandon Sanderson it would be great to have a lightlances too, without using any fuel swing around things you lance, including starbases, enemy ships, etc... Now that would be useful.
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This game rocks! If you ever update, increase the base speed and speed gains from bonuses to make the game more dynamic. I had the speed skill maxed and +6 speed boost from items at the end, but was a bit let down as i wasn't really warping through space.
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I nearly cried when I saw my first cow asteroid. That's the funniest goddamn shit. Also quality design, they're like 7 pixels, and still absolutely recognizable. 5/5!
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Just FYI, unfortunately it seems 21 is the max level, wish someone would have thought to mention that. I saw 21 as the highest on the scoreboard and thought I would intentionally make as little money as possible to get above that. I feel cheated that I can't max out my shields now :[
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I really enjoy your space games. Maybe you'll do another even more polished version, maybe even with some nice music. :) I would highly appreciate that. Altough I think the different perks weren't much of a great idea. Maybe you should consider doing different zones you unlock on one big map or something. Could add up to the lag im already experiencing sometimes and sometimes not. I had that with all your games so far. Happy Easter. :)
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There are some great things here but also some things that really need to be fixed. For example, if you've gotten ambushed at a low level, you shouldn't get ambushed again two seconds later. Stations should show on the map once you've discovered them. Market information should be available at all times from your ship computer. I could go on.
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With Firefox 43 HTML5 obeys 3rd party cookie restrictions and this game will not load unless you whitelist the domain konggames.com
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This first mission -- either it needs more lucrative resources, or a longer time limit. Or better yet, how about no time limit at all? Also, when I fail because I ran out of time or was destroyed or whatever, it would be nice if the game didn't completely reset everything. Starting over from scratch is seriously reducing the entertainment value of this game.
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The Barter skill seems a bit off: at max skill, I'm paying more for fuel than I did with no skill. With 0 Barter: B28,S24 -> B27,S25 -> B/S 26 -> B/S 27 -> B/S 28 (back to original price at 4 Barter) -> 5 Barter B/S 29.
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Neat little game, I like it. A suggestion; while automatically braking at very low speeds is nice, maybe we could toggle it? Sometimes I just want to coast through resource fields without tapping the throttle.
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A couple of suggestions: Perhaps Barter could also affect equipment prices (but only at stations in a sector: if they have to send it to you at the home site, there's S&H to consider)? Also, it may be nice to have the option to upgrade/specialize the ship itself (not just the modules equipped to it). For example, a scout ship that has a wider view, and better fuel economy, but fewer weapon slots and less hold space than the default ship.
New ships are definitely on the long term list for future iterations of this concept. The barter skill currently does effect equipment prices very slightly, but I'll look into giving it a larger effect for equipment with the next update.
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Nice new implementation of the concept. I did like playing the previous game, but this one is more considerate of new players, and is in many ways more convenient. While I miss the events and absolute impunity to asteroids max navigation used to give, I certainly do not miss the ammo concerns.
Haha thanks, ammo was actually implemented right up to the last minute where it was driving even me crazy :P. The events were also implemented but it sort of made less sense with the short levels. I'll be looking into ways to get them working in future iterations. Thanks for playing again!
Will definitely add that with the next update. I'm gonna think about possibly adding a slight extra cool down such as half a second to weapons fired by auto fire in order to give some slight benefit to players who choose to manually control their weapons. That way for general cruising around you can rely on auto fire to handle pesky random encounters but if your going up against something big you can choose to manually control your weapons for a small added benefit.
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Had another thought about the weapons; group them. Overlay a small number in the corner of each activatable item that cycles through 1-5 & A (or w/e). When you press '1', for example, all items that are part of that group activate. 'A' means 'Automatically activate when in enemy range'.
Trouble is, I intentionally added a slight delay to all weapons whenever a single weapon is fired so weapons can't fire in groups. I did this in order to slightly reduce the level of power creep buying new weapons gives. When I get around to making a sequel to this game with a significantly larger number of weapons, stronger enemies and a more gradual power curve, I'll be removing this limitation and at that point adding weapon groups will definitely make sense.
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As far as the confusion over cargo bay size, you'd be *amazed* at how fast people can pick up green positive/red negative numbers in brackets as buffs/debuffs. :grin: A green (+2) beside the cargo capacity *and* '+1' overlaying two dfferent items will quickly and easily get the idea across.
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I am unable to save my game. This is not a problem I have with any other flash or unity game on Kong. For the update you're working on I'd like to suggest upgrade paths for harvest speed and harvest range.
That's odd, I made this game using HTML5 which saves all progress using your browsers local storage. Perhaps you have this blocked or disabled? What browser are you using, I can test it on my end to see if I can replicate your problem. Thanks for the heads up.
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I would prefer if we can keep playing our games or if there were one or two more tiers of difficulty. I see all these skills and upgrades and wish I could max them all out.
I'll add the option to continue playing in the next update, just don't delete your save and it should work. My only real reason for locking it at 75,000 was I felt there simply wasn't enough content to keep people interested, but I'll leave that up to you guys as the players to decide that. I do hope in the future after I've fixed all the little problems that have been mentioned so far, to add more content to the game so players can progress further.
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7) Add a - per slot - 'autofire' button, that causes that slot to automatically cycle whenever an enemy comes in range, for as long as that enemy is alive. It is annoying to have to suddenly grab my keyboard when I'm ambushed while contentedly exploring with a cup of coffee in my hand. (Not all weapons should autofire, as some depend on the enemy's shields being down.)
Got the auto fire and a few of your other suggestions implemented with the new update. Everything else is still on 'the list' for future updates. Thanks again for your feed back!
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6) Add a 'tractor beam generator' that allows you to tow cheap cargo/weapon/etc. pods. As they would be outside of your shields, if they get shot, they are destroyed along with whatever was in them. This would mean unequiping the generator would allow dropping the pods off wherever was handy while exploring to make sure that they wouldn't be lost in battle. (A shield pod would offer protection.) Pulling pods would also mean using more fuel. A toggle in 'inventory' would allow switching cargo to/from the ship itself.
1) Awsome ideas! Thanks for all the feedback. Pretty much every item in your first post is pretty much essential now that you mention it and I'll get it implemented ASAP. I like the idea of skills having multiple effects, right now its sort of asymmetric how the navigation skill has 3 effects while the others have one. I think what you might have meant is shield skill boosts both max shield HP + shield regen, and engineering boosts max hull hp + reduces repair cost. That has a nice balance to it. I'll think about the logistics skill, it sounds interesting but I'm thinking of how to easily phrase what you describes in game and convey its effects to the player. I can imagine a lot of people misunderstanding and thinking its a bug (why am I above my cargo cap?).
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4) Have 'engineering' boost shield recharge speed and lower repair cost.
5) Have 'logistics' increase a 'crit' for cargo storage, where there is a chance at repacking a particular item to take up less space. (i.e. temporarily increase cargo space while that particular item is on the ship.) Optional to that, every time you haul a particular *type* of item, you increase the crit chance for that item, and, to a lesser extent, all items. (i.e. you get more familiar with handling items.)
2) The tractor beam idea is amazing and opens up possibilities of dragging around other items as well, I immediately imagine catching missiles, throwing around enemy ships etc. etc. I think the mechanic you described with the cargo pods could be introduced early as well by simply letting the player have a stationary pod acting as a 'cache' of items then later when they get the tractor beam they realize they can drag it around. Once again, fantastic ideas, you've got my imagination bubbling now as well :).
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Fun little game! Kind of like a 2D Astrox. Some thoughts: 1) Make trading easier by using some of the description space to show the difference in price across different stations. For instance, if I am at Snafu and food is selling there for 24, while it is 27 at Foo and 19 at Bar, clicking on the 'food' box would list [+3 Foo | -5 Bar], in green and red, respectively. (Only known stations would show up.)
2) Have a button on the map that causes the station names and types show up.
3) *Please* have the shields charge one at a time. It is *very* frustrating to have to sit there while waiting for all of the shields to recharge at once just to avoid hull damage in an asteroid field. A vertical white bar that slides across across the lit section of the shield bar that shows the recharge percentage over time would be helpful, too.
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I'm not particularly happy with the mute button just floating up in the corner like that. I think I'm gonna have to do a bit of rework on the HUD, most likely change the text buttons to some kind of icon to make more room. In that case I'd have room to put more weapon slots, though I've never found more than 4 weapons to be useful myself. Any thoughts on this would be appreciated.
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Working on getting high scores and other statistics working right now. Its my first time doing this so hopefully its not gonna start crashing or acting funny. Please let me know if you notice anything strange. I've got a list of updates and fixes I'd like to get in by tonight as well as some basic sound effects.
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got to level 11! I like the mini contracts, especially the wild sector. It took me a few tries, but Ive completed quite a few.