Yes we will tackle this one next, and there is a bunch of other stuff we have done during this time, like optimized the game a lot and implemented the double save feature to ensure that progress is not lost. Should have first new build on Testflight soon!
This game is alright but it leaves me scratching my head a bit. You get roughly the same starting "money" regardless of what ship type you choose, so why would you ever pick anything besides the biggest ship? All the ships are too slow to avoid fire so ship speed is pretty useless. The challenging part is the first few turns, which can heavily depend on what the RNG cooks up for you. After that it's just more ships, more turrets = win. Any combo of ships with an energy cannon or two, rest projectile cannons with max recharge upgrades, one squadron of shield repair drones and one squadron of repair drones doesn't even need to move to beat every level in normal mode. I'll try hard but I doubt it's much different.
I found a new issue in the released v1.1.2, not sure if it was already brought up. When an ally ship is fully repaired by a battlestation, the "needing repairs" icon doesn't disappear until reaching a new map sector.
I'm really enjoying this game but things like this should be explained in the tutorial. People not on the TA forums may give up on this great game if they can't figure such things out.
lol i wondered the same thing a couple of days ago... apparently we are both old gamers from the past! how can we forget Bug-Byte and their games, those were beautiful days, at least for us...
Greetings commanders! The updated version fixing the star map issue on some devices was approved by Apple yesterday. You can now update the game. We are fixing the black bars next. Anyone had black bars on another device besides iPhone 6?
Subscribe to the TouchArcade YouTube channel Be sure to watch the video above, it will give you some good insights!
Screen resolution and black bars fix has been submitted to Apple. Hold on tight commanders, update is coming.
thanks for the update. i haven't lost my progress yet. i do exit out though just in case. so i'm at the third map for my level. are there more variants in the weapons? it seems like each race has a mirror of what i already have in what i can buy. can we have a lot more variation!
Can you guys unlock the exp limit ? after a long easy game, my exp gauce fill 3 times, i thought i could level up 2 or 3 levels, but it's just level up from lvl 2 to lvl 3. It's ridiculous
I watched this video and while it does help, the devs should really take 10 minutes to create their own video video of here's what all of the buttons/screens do if making a proper tutorial is too much work. (And really why are there 3 separate super short trainings instead of 1 longer one?) It's made worse by inconsistencies in how things work. For example, scrap and upgrade (boxes/pods?) just get pulled toward me after clearing an area. They then get added to my ship as they touch me. But leftover equipment doesn't get added by flying over and touching - no you go into the upgrade screen to pull things from space (of course). You can repair for free quickly at a space dock by tapping your ship (once you figure that out) or slowly by flying over to the dock and letting it use a repair laser on you (although the repair icon won't go away until all of your fighters are repaired which can take some time as they like to just wander around out of range of the dock). I still haven't figured out what some of the map icons mean. I guessed larger and smaller ships for the large and small triangles but that doesn't line up with what the detailed view shows. Which doesn't always line up with what is actually there. Again this is probably that "those are scans based limited information from other star systems and so not 100% accurate" - fine, but mention that those are "estimates" or something. Don't make the user guess if the game screens are guesses. Much of this could also be solved by actually labeling a few things with text. E.g. "missions" under that icon. I want to just play the game not randomly tap things trying to figure out how to do basic things. Seriously you have 3 UI choices: 1. make it super intuitive (e.g. pinch to zoom) 2. label menus/buttons 3. tell us what things are/do in a training mission or video There are parts of this game that choose to avoid all 3. Sure don't tell me what tactics or strategy I should use - that's what I'm supposed to figure out in the game (Not how the controls work). -rant over- Look I like this game. It has a lot of potential, but it's frustrating to have to read 26 pages of forum posts and watch a 30 minute video from a user that has trial and errored his way into know partially how the game works just to play the game. MOST people won't do that and just leave a bad app store review and move on. I don't want to you lose those players as that will stop you from making money which stops the game from getting updates/sequels.
just a few suggestions. i really enjoy the game and think the following can help make it greater! - fighters should be able to target other fighters manually if i want them to engage in enemy fighter craft or more importantly, so they can hunt down that one pesky fighter that keeps me from finishing that level because my main ships can't take him out with slow weapons. - more weapons, many more weapons! more variety. - ability to name/rename personal ships. - have ships stop trying to shoot down missiles AFTER it has passed their ship. i notice both my units and enemy units will chase down missiles that have long past their bow. it's not affecting them so why bother? it takes them out of the battle. - full screen (i know you're working on this) - cloud save possible? - ability to see which space sectors i already visited?
I kinda agree with scottsoapbox, which is why I deleted it. I have downloaded the update, but other games are keeping me more interested and those UI points are some of the reasons.
Even though I think the tutorial needs work, I just supported your kickstarter because I do support this game.
Yes you have very valid points. We were well aware of the games problems when we launched it, well some of them at least. We did not have test devices or time to see that there were far bigger problems than we thought. We ran out of money, having to borrow from our parents just to get food on the table. It was do or die for our company, and we simply had to publish the game. There was no other choice. We knew it wasn't completely ready, we knew the tutorial wasn't the best. But when we work day and night and there are still bigger problems than the tutorial and time runs out we just have to prioritize. The pressure on small indie dev companies is immense, and players demand a lot! It is ok to demand, but sometimes I just wished that there would be a clear distinction between upcoming indie studios and more established ones. We try our best, we do not make the game hard to understand on purpose We're sorry for this, we will work on it and we are getting the game in better shape on iOS now also. We just got a report of one of our Testflight testers that the screen utilization problem with iPhone 6 is fixed. Expect this update to come live next week! And I promise I will discuss your points with our team and we will try to get the game more understandable!
Yes there are a lot of elements that are randomized so each new game is unique in many ways. Of course some strategies tend to be best, but you will definitely be surprised many times. Playtroughs between 1-2 hours, if you make it to the end