I know this message was long but just know that if i took the time to right it its because this game is great and that im just giving you ideas so this game yill be cooler! trust me, your game is awsome and just a small tip, don’t realease 0.6 the dynamics where you use the wormholes to get a level higher and can’t go back to green level where you don’t need to be scared to just explore without being destroyed isn’t fun! just stay with 0.5.1 and just add those things and the game will be finished! the real fun part of this game is to just create ships for fun not to be always flee and to be restricted in ship designing because you have like 10 seconds to build a ship that you like with alot of pieces while your being chase by a freeking giant kilo ship! no! this one is my favorite because you have some safespots!
please stay on 0.5.1 its the best version out.
oh and, LOVE YOUR FREAKING GAME! :D
contact me if you want at: lilstrip8@gmail.com
Im going to look for any respons at all but please i would really like to give you ideas for the game since its 2d its less complicated to add things!
thanks for reading this!
]]>There should be a number of visual indicators -> The oxy meter turns red then later starts flashing, and two distinct warning messages pop up near the middle of the screen. I figured this’d be enough, but it’s worrying that you’re still missing it.
I think I had these all in place from v0.1 onwards, but I might be incorrect. Do you recall which build you were playing?
]]>I like the idea of what was suggested somewhere already in this post: that your progress is saved at every oxy station, but destroyed when you die. It’s a nice little safety net for when anomalous crashes occur.
]]>-I couldn’t work out whether to treat pilots as expendable or not. I have found that one of the better exploration techniques was sending modless command modules on one-way journeys into space and seeing if they find any stations, but I gave it up because it felt creepy (and because after I found the next few stations, blind exploration became avoidable again).
-For reasons I can neither evaluate nor articulate, I think having some types of modules only be available from stations would make the game better.
-I didn’t see an oxy module at any point in the entire game. Similarly, until halfway through I was convinced that factories could not produce weapons.
-I find it weird that alpha-level guardians will choose to ambush you even if they can see you have golf-level weapons.
-I think that the high-level ships should be smaller than they are, to keep the rewards commensurate with the difficulty of beating them.
-Despite all the little annoyances, it was still awesome.
]]>AI isn’t Terrible but It can be amusing/frustrating to see ships that no matter how fast you whip round their side to take out their thrusters/side mods so you can steal their guns they turn on you and you end up destroying the weaponary.
]]>The most common one that I had was when picking up a module within the area of my bubble shield. Or it may have been picking up a module just next to it, and moving it into the area of my sheild, not sure which. But either way, what would happen is that the part i had picked up would ‘push’ the ship around in a circle, until i moved the module out of the shield’s area. After that i can attach it as usual.
The other bug I saw only occurred once throughout my playthrough, and it was when i captured one of the larger scrap stations in the game, a Hotel class one I believe. The guardian would spawn partially within the scrap ‘yard’, and have the other half of its modules outside of the area like normal. The result was that the guardian became trapped and unable to move, as it’s not possible to push stations. Maybe you should tamper with the spawning distance of guardians on scrap stations.
My only suggestion for the game would be to allow the use of arrow keys when using repair stations. Even after getting used to the controls it was a pretty painful excersize.
On a semi-relevant note: I’ve yet to see an oxy module.
]]>