Bad animations Poor performance /Lag (iPad2) Repetetive Stupid tutorial which is just time consuming and doesnt explain the main functions of the game. Overall not so impressed, this game was definitely over hyped and there is absolutely no sandbox, very strict game.
A question for those that have completed the game and then started a second playthrough: Do your characters carry over to the new playthrough? I am trying to keep all of my original characters alive for the entire game & have been grinding to level them all up. I am personally enjoying the game a great deal.
I think you have a chance to choose a new name when you select your new ship, but the field is prefilled with your initial ship name so it isn't obvious, and if you don't change it, it doesn't save. Regardless, they already have it fixed for the first patch per their forum. Yes, long lived crew becomes very useful, especially as crew size becomes very limited with larger ships. If you hit level 30 on a job move them around when you can to make them more versatile later on.
There's also Star Trader RPG (by Trese Brothers) which has been out a while now and has a free/lite regular version with a premium unlock or the Elite version without the need for an iap unlock. The regular/lite version alone is enough to get a good feel for the game. Tons of epic trading, diplomacy, exploration, and other bits of RPG goodness. Beyond that, I have enjoyed the Galaxy on Fire series (real time battles) as well as Galactic Phantasy series (more turn based battles) for stuff a little more on the pretty end of spectrum.
I'm getting the feeling here that a lot of people don't know anything about making games. The game is good. It's not a home run, but it's good. It gets frustrating to hear folks talking down on developers for development costs and time. If it's not as "in depth" as you'd like, that's a fair assessment. But I'd rather hear THAT opinion expanded upon rather than pretending that anybody here knows squat about development costs or project planning.
Ok how is this........ They PROMISED for TWO long years to people who raised 200k for them that the game would be totally different than it is. They said it would be about 90% more than it turned out to be. And it does not take 2 years and a quarter a million bucks to makes what is really a very short flash game or what feels like a demo for the game they hyped for two years. Had I just stumbled upon the game I may feel as you do. But for those of us who followed it and supported it for two years with $ and time we feel it was vastly majorly over promised and under delivered. I know biz and it was a epic case of over promise. It's far better to under promise over deliver. And about time and costs? Just take a look at Foresaken Media the guys behind such actual epic games as Bug Heroes and Heroes and castles and NY Zombies and others. They are four brothers and do games that are 20x more expansive in a fraction of the time and cost as these guys. I do not like to slam because I am a mean guy or hard to please. But this was a major fail. And if it took them 2 years to make a tiny game like this and 200k? Any major updates people think are coming would take several more years. Nothing more is coming.
It has nothing to do with development costs, knowing how to develop games, etc. The problem expressed in a few words: you can't ask for $200,000 and promise a Ferrari in 2 months, and after two 2 years of "no Ferrari" give a VW Beetle. Yeah, the Beetle is good and it carries you everywhere, but it's not the Ferrari that was promised... It's plain simple. I understand the frustration of the people who backed the kickstarter.
I think what some people are trying to say is that a lot of people is looking down on this game more because of the Kickstarter fiasco than for the lack of merits. I just ignored the Kickstarter plead (and I would recommend everybody to stay away from any Kickstarter campaing destined for iOS games, it's simply incompatible with the App Store model). Now, I had no expectations whatsoever, and didn't care how much the game's been in development or what was promised. And as other people said, I think it's a nice little game, a bit on the short side, and a bit repetitive, but fun (not a hit, though). It has a couple of dumb bugs, so it needs a couple of iterations, and a little more content, and it would be a good game. That said, the frustration of those who funded the Kickstarter is completely understandable.
I have followed this since the beginning and did not do kick starter. Their are no guarantees with kick starter. Quite a few never see the light of day. But this game is good as far as iOS apps go. The devs have been on their Facebook site asking for problems and other insights. They say they are working on fixes and possibly other items. I hope they do add more as it could only help sales of their other versions by making ios fans happy. But everyone has to remember if you only pay 1 to 3 dollars for an app, it is still a good deal. Just a pack of gum or cup of normal coffee. I definately get more use out of the apps. Let's all remember these are just games and lets have fun playing them.
I enjoyed the game though it seemed simple in design and surprisingly short. Truth be told, it doesn't feel like a game that took 2 years and nearly a 1/4 of a million dollars to produce. There is so much potential, but it sounds like it may fall short. The only news is talk of a sandbox update. Leave it up to the players to create more gameplay?
No one noticed that in device settings ( not in game ones ) under Star Command " Load room animations" is turned off by default ; turned it on but didn't notice much difference in performance , must play a bit more to see what happens though EDIT : never mind, it doesn't change anything on latest devices
I hear you guys, but honestly, this is REALITY. Do any of you think that the games that ship from massive companies retain the same vision they had at the beginning? With all of their experience, all of their money, and all their man power backing that vision? No, it does not. It changes a LOT. Partly because that's what happens when you've got too many hands in the pot. But it also happens because game development is NOT a formula. It's NOT an exact science. It's a process. And what sort of experience did these guys have at the start? How many games had they worked on? This is what happens with unrealistic expectations and consumer naivety. I'm not saying it doesn't suck that these guys had "promised" something far different from what their results were. But what I AM saying is, WELCOME TO TRANSPARENT GAME DEVELOPMENT. Major companies have set backs all the time. Inexperienced game developers have insane, grandiose visions of what their game will be like a couple years from now, and that always changes. People are freaking out over this as if this is something new. As if we couldn't see this coming. Game development is going to work the same way it always does, the only difference here is that the consumer funded things directly instead of a major company. This stuff isn't for the faint of heart. In the end, we STILL got a great game. But if you're upset because an inexperienced game developer didn't fully deliver on the dream he saw in his head? Then we can either accept that kick starter isn't for you, OR we can start looking at the reality of these kick starter games and NOT just at the videos posted on the front to inspire a donation. And to be clear, just because this is something i've been reading in a lot of places, that's exactly what everyone here gave. A donation. It was not an investment. You believed in these guys and gave them a way to try and make it happen. There is no entitlement, there is no investment, there is no "rip-off". This is the indie game scene. This is game development. I understand the frustration for people that are just learning this, but at some point, the discussion the kick starter campaign has to stop being used to drag down what IS a quality game.
I have a question: In one of the first missions (think the third one) I have the following problem: I defend the princess and destroy the enemy starship, but the mission doesn't end there. I thought it's because of the intruders, so I try to kill them - but somehow I can't. I keep shooting at them, but their life bar stays at the same level and they don't even shoot back - it's endless. I don't know if it's a bug, or if I'm doing anything wrong as I was preoccupied with something else, but probably one of you can help me out and tell me what I have to do.
Are they stuck in a doorway? I've found that sometimes, if I have all my guys surrounding an enemy just as he is leaving a room, if he's still in the door way, none pig the damage will register. Having your crew back off further into the hallway, which allows the enemy unit to move into the corridor as well, usually fixes the problem.
This is nonsense. When you raise significant funds through Kickstarter you receive a 1099 which is also filed with the IRS. You can't just choose not to report it.
Oh they promised did they? You tell your mom and I'll tell my mom, and between us we'll see if we can't get them grounded for at least two weeks.
There are no apologists here, just people without unreasonable expectations who judge the game for what it is not what they wanted it to be.