Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Some of the explosion and impact sounds on the main menu(simulation) are not affected by the volume settings. As in, even if master is muted it is full volume.

F1 for a browser game isn't a good idea, at least several browsers map F1 to open a new tab with a support page or whatever.

I changed my auto dialogue speed to 0 while in game and it doesn't work, it's still auto continuing.

The level with the metal asteroids was confusing. It said something about 'see that? it's a special ore you should mine' but nothing new was on screen. Then I eventually saw the blue ore but it was near the right edge so I couldn't mine it. Then it said 'good now use your tractor beam to reel it in' and I have no earthly idea what it's talking about. Maybe I'm supposed to pull something that's outside of the force field, but I saw nothing that was small enough to pull...

In the hush-money level I got -100 for destroying a meteorite, which seems opposite to earlier where I got points for it?

I finally figure out that I am supposed to walk into the crystal to pick it up and not mine it. I imagine I should also use the tractor beam. Also I got a 3x Salary of 0 points, not sure if joke or bug.

Enemy ships being from the same mega corp is funny.

I bought the crystal radar and I just don't see it anywhere on my HUD? Oh it's these arrows, I didn't see them for awhile. I thought they would show up closer to the center of the screen for some reason.

It's annoying how hotkeys like X for shield aren't on the HUD. Also, It's really bothering me now how if I'm holding shoot and switch gun, that is stops firing forcing me to release then hold again. This sucks bigly when losing that half a second screws me out of resources or getting hit by an enemy.

I am pressing V to hack and it isn't doing anything. I point at them, I lock on at them... all is happening is that I lose health trying to avoid bullets. Could you at least explain how to do it?

I back out of the mission select from SNEED(I was about to do fight the Astra company for the first time) so that I could take a look at the keybinds to make sure I was using the right key to hack. It's fine I guess, but now for some reason the 'select next mission' is showing the previous solar system(ZUBEN) which has all safe planets so I can't continue... I save then load and it luckily kicks me out of the solar system and instead shows the galaxy map.

I guess that was a good thing, I didn't save in awhile and the big guy instantly vaporized me. Satisfying to beat after re-spec-ing into my gun. [later] I don't get why the repair drop changes in size with the enemy, it causes a disconnect since they are all 1 repair, or at least as I discern.

I notice a tentacle growing out of an enemy ship, looks cool but not sure if intended or not.

Not being able to dump all crystals into a stat is annoying. Rather than go to any value, it should be clamped up to your max crystals. Also, displaying upgrade cost with floats despite no float on your crystals is odd. Lastly, you can text edit the stat field but when you enter it it does not update the crystal cost. So it's either bugged or you aren't supposed to do that.

I play for a couple hours until the rail gun is available, starting to get tired. Fun overall, with more polish in controls/UI it will be even better.

(+1)

Thank you for playing, I appreciate the detailed feedback! Pleasantly surprised you'd played long enough to unlock the railgun :)

Bug reports are appreciated, I totally forgot about changing F1 in webgl build...  Will investigate the rest. The 3x salary: 0 was indeed supposed to be a joke, and you can get penalized for destroying pick-up - eligible crystals, I'm assuming that's what happened here.

Adding hotkeys to HUD and auto-fire on weapon swap are both very good ideas, I guess I also should add more feedback to abilities, i.e. hacking drains a lot of energy so you probably couldn't use it because your energy bar wasn't almost full.

Not sure if I understood the part about crystals and stats correctly, are you suggesting having all crystals go into a common upgrade pool which raises the stat cap for every available weapon at the same time? I almost implemented that before uploading this demo, changed my mind at the last moment. Sounds like a much better system tbh.

(+1)
hacking not working due to not full energy

I don't think so, I watched the bar and waited until it was full. I didn't buy many energy capacity upgrades(due to ignoring the shield since it was hard to remember activating), so it's more likely I don't even have enough energy to use it. Could be remedied by displaying the cost of an ability on its hover text, or like you said add feedback like the energy bar flashing red and playing a sound if you can't cast it.


what do you mean by stat dumping

Interesting idea there, but not what I had in mind. Commenting on that: if you wanted the upgrading between rounds to be breezy that could work. But my first thought is that it would be quite slower to scale to the same power since everything is being divvied out. Unless, you make it so more power is gained from the same amount of crystals. As is, the current system allows specialization which adds some strategy that you may lose out on. Anyways.

Currently you can drag a stat bar further than what you can afford to buy the upgrade. What I had in mind is that there is a soft cap shown on any given line(what is affordable), and as you increase one stat all other soft caps shrink until the grab bar turns green/gold and it stops increasing, thereby allowing you to quickly click drag then press buy without out slowly dragging to get as close as you can to spending all your crystals. This should make it more tactile as you can also subtract stats and see how much you can reallocate. Alternatively, if you think that's too much work then just the green/gold handle and stopping when you reach max crystals is good too.

(+1)

Oh, turns out the hacking cost was the same as the un-upgraded base energy capacity, and the condition prevented its use even with full energy. Will be fixed in the next build, I'll implement something to make lack of energy more visible anyway.

I definitely like the proposed weapon slider tweaks too, playing with sliders does feel a bit annoying right now. Thanks for the illustration, I'll probably do something similar. 

My thoughts about a common upgrade pool for all weapons didn't involve dividing the crystals between weapons, rather having 1000 crystals would allow you to invest 1000 into every weapon at the same time, since right now one has to take a leap of faith by upgrading any new weapon since the previous one is probably already more powerful than the un-upgraded new one. This would leave a player with less choices to make, though...