I have to tell you that I knew nothing about this game. Your details in your summary made it an instabuy for me.
Wait what? WHAT? I was just about to buy this game (per my comment above) but made sure to read the previous comments just in case Had you not said this I wouldn't have thought to check because I assumed a big release like this would have GameCenter built in. I know this shouldn't influence my purchase, but that's a sign that they disregarded all qualities of an iOS game and is immediately not worth my time.
This game is really fun so far. I could see this getting very addictive. A few problems, though. 1. The game has a bug in it where it says that one of my rooms does not have crew assigned to it when it actually does. 2. The crew members walk far too slow. In the heat of battle, switching crew jobs takes forever because they don't change until the room is reached. 3. It's so HARD! The first mission is easy enough, but from the second on, it really expects you to kick your wits and fingers into gear. I think either an easier difficulty or a smoother difficulty curve could really help make the game more accessible. Other than that, I wish the entire team good luck. I hope that this game becomes the success that it could be.
Asked these before, but now that more people have it, maybe I'll get a better answe: - Any strategic or tactical depth to combat? I read that there is line of sight and radius effect for crew members. What about enemies as well? Can you flank by avoid enemy LOS while distracting with another group? Or ambush by avoiding LOS and hiding in rooms till enemies pass by outside? Stuff like that. (Been played a lot of Hunters 2 lately) - Do you have to stay on your ship or can you choose to board like your enemies? - How randomized or linear is the game? I know it's not sandbox but can things change over playthroughs? Are hull breaches random? Any other events beside hull breaches? - Dialogue choices, crew interactions, hubs, exploration of any kind?
This was what concerned me most, I have spent too much over this last week. Eclipse, Sorcery, Blendoku, Tentacle Wars... Having a game that's overly hard, completely different from what was presented to us and as short as the Lollipop Guild is not a go, sadly.
Enjoying the game but I agree with the previous posters: the crew members walk way too slow to change jobs in battle and the tutorial sucks big time.
Having a tough time firing lasers. I'm waiting for the dot to go in that little circle and when it's in and tap it doesn't fire that is what I'm supposed to be doing right?
Cant ever fire the torpedo, cant seem to get tokens for it. HAve had two people in the torpedo room for awhile and ..... nothing. Kinda confused. Still fun though, just killing 'fluffy bunnies'.
Have you given them the order to build the ammo token? Tap the room, not the crew member, then you can tap "ammo". Btw, what is the purpose of the captain being on the bridge? He doesn't get any experience there. Only when I am assigning him to another station. In my opinion not very logical. And I would like to see a more complicated/complex upgrade system. My wish list: -Planetary exploration, finding artifacts, ancient technology etc.. -more Open World gameplay -Loot, items and Alien Tech -Trading items/tech etc... with other players, but NO social help-tap-tap-tap Facebook-like features! -Item sets like in Diablo which give you a Bonus when you have a complete set. Ok, I do not want a hardcore 4X game, but a little more diversity in what I can do, than just combat wold be fine. I have played just some missions, maybe I will see other gameplay elements later Overall the game looks very nice, the soundtrack is fitting and it is definitely worth its money, but need some more things to do.
After much thought, I gave in and bought the game. It is mediocre/just okay for me. Definitely not the best game I've played in a while on ios platform. Not very fond of the cartoonish background mixed in with the pixel art, it just doesn't work for me. I do not regret buying it though since the money goes to support dev with an IAP free game. Looking forward to future updates and hopefully the rest of the 70% of game content that would change my initial impression. I'm more in favor of Pocket Tactic's review of this game.
Right well, I'm a day late but I'm grabbing this as soon as I can get home to my wireless. Looking forward to some fun tonight!
I just bought it. I had a look at the Kickstarter a while ago but didn't pitch in (too much other stuff back then). I did figure my way through the tutorials - I finished three missions but I got way too frustrated with the third. I'll shelve this game for now and check back in three months - right now it's a stable beta. I hope the devs take the time to polish it. I would love the game to death if it was turn-based - for real-time, it bogs you down with too many tasks. Also, the crew is STUPID. SUICIDAL. Give them at least some AI to make the game playable. Example 1: Security. They do shoot at Aliens when one is in range. However, they don't move by themselves at all - I had some Cortex Aliens just walk away from combat and massacre the Alien Princess, ending my game. F***. Also, if you give them a walk command, they'll keep walking right through enemy fire and die. Example 2: Engineers. They'll fix fires only if they are within two squares. They can stand in the middle of a burning room and do nothing - unless they're next to a fire. Of course, if you send them to fix a hull breach, they'll walk in and die. Suggestion: "Patrol mode". Security on patrol mode will RUN (not WALK) to the nearest enemy, stop and shoot when in range. Same with engineers, except that they'll run to the nearest fire. (While avoiding enemies). Nurses on patrol will go heal the nearest wounded. This alone would make the game playable for me. ... To be continued
Finally managed to figure out how to do most of the stuff in the game, much of which simply not covered at all let alone made immediately obvious from the tutorial. It isn't particularly easy to figure out either. I think what I see is the beginnings of a great game, obviously the tutorial needs to explain how to fire by matching up the circles, how to heal people, how to repair your ship and so on. Also the developers have to realise that while there are perhaps a reasonable number of people who enjoy super difficult games, they're in the minority when compared to people who want to pick something up, play and not spend too much time figuring out the precise mechanics of each individual battle in order to survive, which is what the game is like at the moment, even on the easiest setting. At the moment the game is far too difficult for me to find enjoyable, and unless you're the sort of person that likes insanely difficult games that offer no sense of progress as you power your ship up with various upgrades... Wait until an update. I won't be playing this until the difficulty has been overhauled, crew members are less suicidal and I can feel a sense of progress by giving me the odd easy ship I can blast to pieces with my upgraded weapons... Also it would be great if most jumps did not end up in full on combat, presenting some of the awe of space for example... So to sum up, great potential for the future but at the moment an overly difficult and inferior clone of FTL...
Okay it was pretty difficult at first but I think I got the hang of it. Replaying missions helps. AND after you beat the cosmonaut mission, PLAY IT AGAIN. It's ridiculously difficult if you've just started but if you can get through it you basically learned most of the survival skills (without having to worry about your ship getting on fire). It helps a lot with learning how to battle and attack ships at the same time. Also you get a bunch of combat experience to get the best skills (invulnerability or increased fire rate-my favorite). I would invest in the Plasma gun that costs ammo. It's probably the biggest damage dealer. You have to wait for ammo but after you get the hang of it it'll be like your ultimate weapon, sorta.
Sigh... They are using a new formula where they post their impressions about the games as they come out during the day in NZ and they do a round up post (equivalent to the coming tonight) at 11pm when they all hit the US app store.
... continuing ... The game crashed twice on me in about 3 hours of play. One crash happened when a boarding party was about to teleport in at a space where my security guys where standing. As for the weapon minigames, please add a "lazy mode" to switch them off (like Final Fantasy X). It's fine if that means I only get 80% of max damage or so. I did manage a "perfect" on the machine gun a few times, but I just don't like mini games. The weapons engineers should just fire the damn thing when it's charged, I don't want to micromanage that. Same with the Dodge and Plasma tokens - why do I have to do that manually? If there are guys in the room, they should make a token - don't make me click for it. In fact, i'd just remove the tokens - they are an unnecessary complication in addition to the weapon / evade downtimer. While we're at it, rooms should NOT be clickable during combat at all - five gazillion times I wanted to give a command to my crew and clicked the room instead - but there is nothing to do! I don't want to upgrade my room during battle, damnit (and tokens should be produced automatically.)
I'm enjoying it, but its not great. It's a decent 3.5star game IMO. Lots of frustration comes from the point that it is t as good as it could have been, the VISION for this game was a 6 out of 5 stars if they could have done it. Forgetting that its an average pretty fun game with some bugs, difficulties that should have been picked up before now.
This game is alright, I AM enjoying it.. but at the same time I am pretty disappointed. If this game hadnt been hyped I would probably be saying what an awesome game this is, but it got overhyped like crazy and it just cant measure up. I still think its a good buy though and would still recommend it to anyone who likes micromanagement games and sci fi exactly!