That's actually intended :D supposed to be a "flickering to life". Although on a digital interface it might not make too much sense...
veltes
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Thanks for playing and the detailed feedback, very helpful to hear about the unclear or annoying moments!
A few of your points will hopefully be solved with the latest update, especially those that result from poor performance. Settlement boosts are gone now, they were a bit strange indeed.
System mode will very likely get some changes as well in the future on how settlement, relays and hubs interact. Not quite easy to find a way that feels logical, is fun but also not overly complicated and scales well. Have been discussing it with people in the discord already, too.
11 and 12 should be part of the next update. The cargo drone problems are very likely a problem of limited H2 (or the limited resource space). Will go through the rest of your points as well to see what else to improve, thanks again for the write up!
Thank you so much for playing, it really feels amazing to hear from people spending so much time on the weird, rough game I put out there :)
The later galaxies still being quite slow is a really good point, I also had that feeling on my own playthroughs. The prestige upgrades definitely need some attention and I will think about to include skipping some of the slow and early parts more.
Also the settlement phase has been mentioned a few times now as a part that is not balanced well. I might space out the milestones a bit differently or adjust some of the existing mechanics there.
Will take a look at hubs as well.
Other languages are definitely planned, but it only makes sense once the game is mostly in a finished state.
I would say this is the current state, no? Not sure I understand in which scenario you would want something else than is the case right now.
- demand < supply: part of the bar is filled showing non-used capacity
- demand = supply: bar 100% filled (this happens also when charging or discharging the battery)
- demand > supply: bar is 100% filled, total of the progress bar is demand now instead of supply and overdemand is shown in red to show how much you need to upgrade the reactor.
Thanks, I found the problem you described. Each upgrade of a refinery or drone in a system triggered a redraw of the map, in your case multiple per frame, which definitely is not necessary. I am developing this game in Godot and have been using the internal Profiler to look at performance bottlenecks.
Thanks, that is super useful. I can imagine, it could be something like that but what causes me most headache is that each platform also has its own quirks. The native versions for windows and linux run way more smoothly for example than the web version.
I will investigate this for sure, the tooltip and specific situation you mention are good starting points. There are already quite some optimizations in the game. UI elements are only refreshed at 10Hz for example and the star map is layered depending on how often the elements should be redrawn (hexes vs. labels vs. animations).
Hey, thanks for playing and the feedback! In the beginning I was aiming for a more idle gameplay and actually removed offline resource income because I wanted it to be more of an active incremental. There is definitely still a lot of balancing needed, so its good to hear opinions about the pace.
Performance and UI improvements are on the todo list as well!
Thanks for the detailed feedback, I will investigate the performance problems. The audio stutters have been introduced in the latest update I think, I might just revert those changes to the sound bus.
I am also on Mint + Firefox and don't notice the same behaviour, though it is a newer laptop. You could try the linux native client of the game, it doesn't have the audio stutters and performance should be better.
The "days per in-game tick" increase when switching to a higher level map - the idea is that you adjust your frame rate to not get bored while your ships need much longer time to travel to other star systems instead of planets.
