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(2 edits) (+1)

Thank you for the detailed review!

I apologize for not mentioning this earlier or in the posts. I intend to redo the first tutorial. I feel a bit dissatisfied with it. The move bug was caused by the new bottom panel UI. Easy fix but I’m gonna try to see if I get more ideas for a better tutorial. I have a few lets see if anything better pans out. 🤔 Despite the many changes I’m still unsatisfied with the current version.

It would also be nice if there were tooltips when hovering/focusing a control.

The settings UI needs a final touch as well. The difficulty won’t be a dropdown in the final version but select one of three buttons. The music settings are also not saved as of now. They generally need a do over.

I’ll even add a difficulty toggle in mission select scren. It feels buried in settings.

Meteor Shower says that it “Auto-targets closest ally.”,

Good catch! I’ve forgotten to set the correct enum for it.

Starting on the Rion mission I had Story Dialogues off, but still got the story showing.

The setting only turns the dialogues in battle off. Cutscenes show up just as before. This I will make more clear in the setting name and tooltip.

While the new UI works, and is much nicer for being able to lay out the cards as they will be in combat, it feels so odd. It also is a bit annoying only being able to fully see one card due to the bottom UI overlay. I understand it and it works for what this is meant to do, but I also like to see lots of data all at once for speed processing.

Totally understand this. Experienced players will of course not like the large cards and would rather prefer a more concise view. I’ll add a setting for exactly this. A scrunched down view.

Minor thing, but it might be nice to be able to use the scroll wheel to move through the mission select.

That’s a great idea! I should probably get to setting up up down arrow keys as well.

I’m not a fan of suicide attacks, so won’t be using it again.

Yes, this is understandable. The sucide attacks have been quite popular with some players and completely unpopular with some. They is quite interesting. 🤔

Both Meteor shower and Void Bullet are a part of this card series in my opinion.

I personally do use them but only if I’m building my entire deck around it.

Saul Over is a neat idea, but it would depend on knowing the enemy HP levels.

I would say pretty much any non-tank non-boss enemy gets one shotted by this ability. I’m also open to reducing the cost since saul kay is a no aim ability and Saul Over is an aimed ability.

Something of note is that since it’s not a “damage bullet” but a transmorpher bullet, it does no damage whatsoever to asteroids. The damage of this ability comes from attempting to recycle parts of a ship. (Does affect player ships)

I do have some follow up questions for you.

I’d say the game still needs some polish

Which parts according to you require most polish right now? ( Apart from the ones you’ve mentioned in the current review)

Is the current amount of content enough for a Steam demo? (There’s 59 cards. )

(+1)

The main polish would be the things I mentioned along with cleaning up typos and refining the descriptions/details to clarify how things work. I did not do any story this time, but one of the kids did note down some typos. They are both going to spend more time later today playing and finishing up their reviews.

I think this is more than enough for a demo. I don't really have a feel for the full game, so can't say just how much is the right amount, but what you have feels good. I think part of that also comes down to what you are putting on Steam. Right now you have the early story and the Battle Mode in this version. Are you planning to release the Battle Mode version on Steam? Will it just be a demo for the full story game? If you are splitting them out, then I'd start to work on that and get a feel for how each is separately. If you remove the Battle Mode, and have just the current story, then I think that the demo is pretty good for the story version. It ends on a nice cliffhanger that should give people an incentive to want to see more. For a Battle Mode focused version, you probably have too much content and may want to trim it down to give a feel for things, but not make the free version be all they want to play.

(+1)

You are right. I will have the second draft of the story in the next patch. It’s pretty much untouched since the first draft I wrote that’s why it has a lot of typos.

I’m thinking to lock the battlemode for the demo. Initially the plan was to let it be live for the demo but recently I’ve been considering to remove it. The mode needs a bit more polish than it has right now and therefore feels not good for a steam game. I think I’ll make it like a feature of the full game.

For instance, there needs to be a small tutorial for it to explain the differences.

But this is still not final and I’ve been thinking about it quite a bit recently.

For reference of content, the final game is intended to have 10 chapters and 300 abilities.