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Glad to see this updated!

Some notes, mainly balance-
Weapon upgrading is clunky- upgraded weapons and stock weapons are both aggregated into my 4x laser beams and I can't select if I get my cool laser beam or boring laser beam.

Missiles are very strong against non-fighter ships, Having two of them makes any of the larger ships a non-issue

Level 3 upgrade feels weaker in comparison to level 2 upgrade- a level 2 ship gets +1 medium slot, +2 smalls, and +2 passives. Large slot and two passives is not worth 2000 to me. Also couldn't get any large weapons until the Railgun unlocked.
Tanker start is much better than any of the other starts because it is a level 2 ship instead of a stock ship. 

Content unlocking is ambiguous- I occasionally get pop-ups for unlocking equipment without knowing what caused it

Repairing feels weak: 1 regen a second doesn't help much when most engagements take 30 seconds and I can get 100 armor immediately for a different grey passive.

(2 edits)

Thanks for your feedback! 

Good point. We had a bit of a space issue in the ui for the available weapons. As they are now scrollable, we can show partly upgraded weapons in their own slot. Makes sense.

Missiles are now an L weapon, which requires quite an investment to have 2 or more missile launchers. With more variety in enemy ships, making some more tanky against explosive damage, this should balance out.

Making the missile launcher an L weapon and introducing the new Lasercannon (L), the large spot got more valuable. For sure it needs some more adjustments but I think we are on a good path here to find a good balance.

The tank starter option is indeed more of a shortcut for now in the demo. A complete rework for the starter system is in work. I'll replace the starter crews with a completely different system soon.

The unlocking of modules got revised completely in the latest update. Modules unlock now based on your playstyle; using shields will unlock shields and so on. It still needs some tweaking but is already way more understandable.

The repair module gets you an instant repair of 60hp after a wave in addition to the continuous repair during the wave, that makes it worth it pretty quick considering the saving of a lot of repair costs. Actually the armor/repair combo is currently discussed as the meta on the community discord. Don't want to make it stronger for now.