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(+1)

Hey!

Starlane version 1.5.0 feels like a milestone:

I’m still actively improving the game and trying to give Starlane a stronger identity, both in the drive phase and the combat phase.

Since my original post, I’ve added and reworked several systems:

  • UI improvements: the interface has been reworked to be more consistent and easier to read during both driving and combat.
  • Near-pass scoring: close asteroid dodges now feel more rewarding and create a stronger risk/reward loop.
  • Crystal/mineral changes: this system is not fully implemented yet; currently crystals give 5 score each at the end of the run and are not a main score source, but they are planned to have value in both the in-game market and upgrade systems in the future.
  • Reward card polish: choosing an upgrade now has a clearer visual effect, making the reward moment feel better.
  • Upgrade pips: Damage, Shield, and Fire Rate cards now show their upgrade progress more clearly.
  • Enemy improvements: I added new enemy ship visuals and improved the enemy UI/readability during combat.
  • Difficulty progression: the game now uses a clearer 5-level difficulty system to make the pacing easier to balance and understand.

I’d really appreciate feedback on how the current version feels, especially:

  • whether the combat is readable enough
  • whether the near-pass and crystal systems feel satisfying
  • whether the difficulty curve feels fair or too punishing
  • whether the game now has a stronger visual/gameplay identity than before

Even a short 5–10 minute first impression would help a lot. Thanks!