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(+1)

“Oh Shit, reaction, before recognition of being background.”

I kind of like that reaction haha. It really puts the scale of the universe beyond in perspective. I do acknowledge the potential problem of people confusing the interactibles from the backgrounds tho.

“The music after the first combat ended did feel a bit out of place.”

I do agree. Most music in the game is quite different from the victory jingle. My mind is still not made up either way. I have the loop disabled on it.

“When I got to the card select screen the regular music started back up, though after the loud fast music, it felt like it took a while and it starts really quiet. The transition is something you may want to think on.”

I will change this music.

“Rion the Destroyer fight did not show the Battle Log on the enemy turn.”

A random fact about the game, The Rion fight was all there was in the game in its very first prototype. I have actually not changed the code for it since. That’s why even with all the new game upgrades the fight does not have turn number updating and no battle log. (I will fix this some day haha)

“It never really mattered before, but the Rion mission says the reward is 30,000.”

There is definitely a bug here. I will fix.

“Uplifting Aura seems to have a dark square area show up before the animation fully starts and it blends in.”

One of the issues thats been on the to-fix list since a long time.

“EMP drains energy, and also seems to prevent you from attacking at all. It should remove the icon showing you can still attack.”

EMP drains even the reserve energy you have and puts ships at -2 energy (which is the lowest the energy can go). It actually does not take away the ability to attack. Cards like Recycle self and Recycle parts can still be used. The ship can also get an energy infusion from some other ship allowing it to attack.

“I really like being able to now drag cards around to swap, instead of right-click to clear and then replace.”

I am so glad you liked this change!

“Heading back to the Ship Select screen, it would be nice to see your current credits, at least when showing the button to buy. Clicking it does show a message with the total, and if you have enough, but seeing before clicking would be good.”

I agree. The ship select is a WIP when it comes to UI. Most UX is complete. but I still need to add these final touches.

“I’m amused that I finally unlocked the basic Flower, so long after having the upgraded version I prefer. I purchased Therapeutic Grapple, and swapping it in place of Quick Repairs.”

I am thinking I should introduce a more linear progression of abilities. So there is some sense of progression. Unlock 1-energy card first , then 2 energy and so on. Right now this iss missing.

“I think it is time for saving. “

With the cards bought it could definitely feel like progress lost after each refresh.

(+1)

I think EMP needs something more to indicate the situation. Maybe make the energy indicator stand out more when it is negative to draw the eye so players know how much AP they need to act. This time through I don't think I looked at it.

I do think that adding some progression to the order you get random cards could be good. Maybe don't force it to be completely linear, but make it weighted. There is something to be said for the feeling of getting lucky with a better card sooner. As a simple example, when starting the 1st tier Flower could be weighted as a standard 1.0, while tier 2 is 0.5x chance, and tier 3 is 0.25x or even lower. These numbers would update based on the cards you have. I think they should be based on the lowest level missing being at 1.0x, and all above being scaled from there. It is still possible to get them, but significantly reduced compared to the lower level one that it would make sense to get sooner. You could also add a limit so that they can't jump too far ahead. Maybe they can only get the lowest tier they don't have or +1 tier, and not the +2 tiers or beyond cards. This does add more complexity, but would probably be worth it for that feeling of getting something extra when you get lucky, without things being completely random.

(+1)

I will definitely improve the EMP indicator. I have seen people confused by it before and it needs to be remedied.

Right now the cards are not random but based on the enemy fought. For instance, the energy crusaders give energy cards, and end bots give self destruct and so on. I think I need to make this more clear in the game. I want to give the player the feeling that whatever cool thing they see the enemy use, they can use it themselves if they beat the enemy. I feel like this element is not communicated well in the game.

I agree with your approach of card progression!