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This game is awesome. PERIOD. I don't know how this gets negative comments, especially when you take into account that this was made entirely in Flash Player, with no Unity. It's pretty awesome.
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@mshojat: the movement system is actually not that bad, I don't even know why you are complaining. Sure, there is not too big a tutorial, but that is because there doesn't need to be one. This game is self explanatory. I am assuming you did a negative comment more because you felt like being negative and less because you actually dislike the game.
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Something about the game is really annoying. It feels worse than any space/flight shooter I've ever played. The game also doesn't explain much to the player. Very little information in combat as well, plus terrible movement system.
I think the movement system is what makes the game so bad. Moving in the direction of the mouse cursor? that makes no damn sense at all
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I've been having problems with some lag spikes as I engage other ships. I don't know if anyone else is having that problem but it makes it very frustrating. My cursor lags out for about 2-3 seconds.
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Really fun game, but I would like to be able to pick up loot after I killed all bad guys (gold).
And this would be great in a sandbox mode.
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Fun game, but space is not simulated at all. Not only is momentum lost when the afterburner finishes firing, but trajectory changes when I look left/right. This should be billed as a "flight" (as in, gliding on air) simulator staged in space, not a space simulator.
P.S. Note on the developer's comment about muted space sounds: it's true that explosions and such would be muted, without a physical medium to propagate through, but you would still hear noises caused by vibrations within your own ship, or explosions near your ship that cause turbulence. To my mind, this leaves room for some truly awesome environmental ambiance -- the sort of artistic realism that could really set a space simulator apart from the mediocre pack, without adding significant difficulty to the programming project.
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All armor is lost in the Warp gates so you have to pick it up one more time. hmmmm. And missiles aren´t found in the supply station but are drifting in Space..... Hmmmm once again.
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There is so much stuff wrong with this game. The game is telling me to stay at a safe distance but even if I aim dead on I only hit about 1 in 3 times because the slow projectile speed and enemies random movement. My ship is way to slow to dodge the explosions and when I try to retreat I get pushed around by invisible walls. Then I lose track of distances because there aren't any points of references whe enemies are shootigna t me from outside my radar distance. And when I die I ometimes go back to the base and sometimes I don't. I know I picked the highest difficulty, but this is just really really stupid.
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Is it even possible to destroy the unidentified ship in lvl 4? i keep throwing nukes at it but it always outruns them.
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@shurikmur
I agree that realism isn't always important, but sometimes it is annoying when you expect something to behave as it does in reality, and for some people the amount of enjoyment you can get from a game depends heavily on how realistic it is.
The problem I have with it is more that maneuverability seems too limited by it than that it's unrealistic.
Yes, the physics of the game is purposely 'deformed' to provide gameplay. In fact, the behavior of ships are very similar to airplanes in an atmosphere - they do lose speed (like they experiencing aerodynamic drag), they keeps movement vector aligned with the nose of spacecraft as it steers - in real space, of course, all of those must require thrusters and a massive amount of working fluid.
The main problem with physically-correct implementation - the space combat becomes a clash of small distant points on a radar. They will occasionally pass beside you within a blink of an eye, the combat area will be constantly shifting somewhere and many other problems. Dogfight, when you chase someone sitting on a tail and spraying bullets, will be impossible.
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I like this game. The one problem I have with it is the lack of conservation of momentum with the afterburner - you're in space, so you shouldn't just slow down again once you've gone to 500 mph or whatever without putting force in the opposite direction.
Just before real spacecraft physics - all the sounds in space should be muted.
It's always funny to hear people talking about realistic space simulators :)