On mars you'll have to survive the zombie waves while trying to destroy the satelite (which is worth teo random token), on mercury you must destroy the scout ship (which is one random token) and so on... You cab do these multiple time, which can help you get an edge in later missions.
I am wondering why they can beam themselves from another spacecraft but they can't beam themselves to a room..
Well so i just beat it. My first thought was that with the offered game mechanics is was too long. I beat it so thats a plus, the core gameplay offered is average and its still very far away from what was advertised. Imho the only thing that actually kept me interested was the great graphics and music. Without the optical eyecandy i hardly doubt the gameplay itself would create much interest. Again the gfx are great and whoever did the dead anims deserves some cookies. So some more feedback. Since you only play on your ship which does not change at all you practically play the same map over an over. (Layout changes after you beat the game with new ships to choose from) Anything else is pretty static and sometimes feels repetitive. Of course the hole user interface has a lot of flaws, which is obvious by all the feedback in the thread about "not getting" the mini games. There is barely any input feedback which is pretty important on a platform that is missing tactile feedback. Then of course the hole micro managing is completely pointless, because of a mix technical issues and odd gamedesign decisions. First and most important your ship is nearly unbreakable. No matter how much damage is inflicted in a battle i have not once seen my ship break. It does not matter, cramp your hole crew into a gun room and you win. You ship can be ridden with venting holes like swiss cheese and half it can burn, every room destroyed (except the one your in) any you win. Shoot, wait, shoot, wait, finished. The odd thing is the more damaged your ship is the more you are actually secure on it. Fire creates mazes or barricades the enemies need to walk around or through getting damaged. Hull breaches suck them out right away. The more holes your ship has the better. The simple AI paired with too simple pathfinding makes enemies avoid fire just to get sucked out of the next breach. Stay in the room, even if hit get fixed by your tech guys, healed by your docs and defended by your red shirts. Your Engine is completely broke , 3 holes in the walls and everything burning. But the one cannon still fires. And of course you don't need to repair anything. Keeping the holes is a plus for the next mission. Tokens, Evading, Shields all completely pointless if the benefit of doing the "chore" is actually worse than doing nothing The ship is just functionless stage to modify the minigames. Just a few conditions here and there to intertwine the functions of the ship would make a hell of a difference gameplay wise. Engine broke? - no juice to shoot, no recovering shield, so you need to get out and repair it. Bridge is kaputt, well you can't fly nowhere, you don't receive messages you have to fix it, whatever. I won't even start with the controls and geometric overlapping. I mean come one traversing rooms gets worse after upgrading them ? Finding and selecting your crew can become more than tricky. Well the bottom line is that i'm a bit disappointed because there is potential. Other games with such flaws would be deleted alot earlier and somehow i fear that we won't see much down the road because on this platform updates have to come quickly and regular to keep peoples attention. and if the initial rush wears of and the sales went south lacking income often means no update. no one knows how long the android version will take and then somewhere is the pc version in the pipes and how are there suppose to be ios updates down the road? having different development branches will be difficult to handle and having different platforms with different content will bother the ones on the "wrong" platform. imho if you do multiplatform, make it based on the same branch and offer the same content and updates for all platforms. well lets see how this all works out down the road, wish the devs best of luck.
I wanted to understand this mechanics.. Why do we need 2 person assigned to weapon room? Do they recharge faster vs a single person? If I need shooters I just assigned them to cockpit.. Won't that make them red? Also along the same question, is 2 better than 1 in those ammo making rooms? Like shield etc?
Dude, that's SO not what he is saying. He says nothing about people not being able to criticize the game in the quote. What he DOES say is that people shouldn't be pricks just because they 'invested' the 25$. Unless you're completely blind, you must be aware that there ARE some people on the internet who are just entitled jerks. There's a difference between saying "I paid 25$ and now you have to do everything I say or ELSE" and "I don't agree with you about how you're doing X, here's why, but I also understand this is your game that you're pouring your sweat and tears and blood and years of life into". Your post, frankly and unfortunately, seems to be closer to the first...
Anyone else playing this fire emblem style and resetting every time someone dies? I can't help it. Lv1s go down so quick I'd rather just restart then try to level up a new guy
This is the best three dollar game I've ever played. It's well worth the money. I'm having a blast with it.
Did it at first, but when i got a stable build, I rarely lost anyone so if Johnny the gunner (who is level 1 or maybe 2, since he's only maning the turret) dies, I dont feel like restarting a full game and loose my super crew...
What he did was basic journalism, he took someone's words and turned them against him. Luckily the second kind of people you mentioned are often smart enough to bypass this kind of stuff.
Experiencing some pretty severe frame rate drops around 2 hours in. Thinking it could be something to do with having a full crew on board. Making it almost unplayable at points. Using iPad 3rd gen.
You know, I think in a lot of ways this game is a perfect example of the dangers of kick starter. Anyone who has ever done something creative knows that there's usually a huge gap between 'the pitch' and 'the end product', but there are a lot of people out there who don't spend much time working on projects of this kind of magnitude and complexity. Things change. You learn things as you go through a project. Your interests might change and that in turn might change the product. The difficulty of doing something might not become apparent until you get into it and realize that, no, you really DON'T have the time to implement it. An amazing, awesome, fantastic idea on paper might turn out to be no fun to actually play. Etc. Kickstarter REQUIRES developers to make a "To the Moon" style pitch. How else are you going to build the interest required to make your funding goal? So they sell something they don't have. They sell a dream. And people fund it, feeling like they're purchasing that dream, when in fact they're simply helping the developer to explore its possibility with no promise of what the end goal will be. That's actually what I, personally, love about Kickstarter, but it can be dangerous to become attached to something that doesn't yet exist. I didn't Kickstart Start Command. In fact, I only just learned about the game a week ago. Man, from the response some of you are having, I am GLAD. I love this game for what it is. I'm not busy mourning that dream. The game is exactly what the trailer I watched the other day suggested it would be, which is exactly what I wanted.
Because you need at least one person in a weapon room to be able to fire that weapon. You can, though, have 3 members in the hallways fighting invaders if you want. However the battle will take much longer not using two weapons.
That's not what he meant, he wants to know the difference between having one and two person assigned to a room... For my part, I am not certain, but I do believe that the waiting time is shorter.