Thank you! Not yet, but I will get it up soon!
TheBeesKnees13
Creator of
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do you mean so you can watch cpu vs cpu? I was going to put something like that in because I thought it would be cool but wasn’t sure anyone else would haha.
Fights and brawls are on the list but they’re probably a ways out. I want to primarily flesh out the season mode and make it an actual dynasty mode. Maybe even like a story to go with it
Thanks a ton for playing and for the detailed notes! This is super helpful.
Performance is definitely on my radar now, especially since a couple people have mentioned it while it runs fine on my machine. I’m going to spend some time profiling the web build and looking at particles/UI/rendering cost.
The UI feedback also makes sense. I’ve been adding systems quickly, and I think the interface is starting to show that. I’m planning a readability pass with clearer hierarchy, fewer competing colors, and better font/symbol fallbacks.
And yeah, pirates are still rough. They’re meant to pressure you during extraction, but if they feel awkward/unpleasant instead of tense, that needs work. I’ll revisit their movement and attack behavior.
Really glad the bite-sized extraction loop is coming through. That’s exactly the direction I want to keep building toward.
It's funny you mention the beam weapon. That was how I started! I ended up going for the current iteration because the beam felt too easy. I also liked how the gun gave a few more points to upgrade like fire rate. I also have some upgrades like multishot, riccochet, and pierce that wouldn't feel as good with a beam. Maybe I could make different mining weapons that have different attributes and things to upgrade

































































