Correction regarding the missiles: they explode on cars, fountains, etc., which in theory should be lower than our three-story "barn".
It's intentional. They actually will fly over cars at a very close range to lessen the chances of the player damaging themselves, but I still think it would feel far stranger if the missiles ignored cars entirely. Perhaps I'll have a "precision" munition that flies over them and obstacles like trees though, it might work as a whole new weapon.
I also forgot to add that against the background of explosion craters and debris, small gray enemies are hard to see (it's hard to tell where they are on the minimap and there's no time to look at them in battle), so it would be nice to either change the color of their hull or give the detection system the ability to mark enemies not only in the sight.
I intend to solve this problem by varying the terrain a lot more and changing the setting of a lot of the levels. For now, the five missions are pretty much placeholder/test areas, and once I start work on finalizing assets and areas hopefully things will be a lot more readable. I think the level art in general could use a few improvements; I want things to feel more atmospheric generally.
Regarding the smoke screen, I usually don't even stand in it, I use it as a quick shelter that can be placed anywhere, and I mainly use it in the offensive (radars can see through the smoke anyway), but for example, the same hovercraft, whose main advantage is the speed with which they move and maneuver, simply stop when they can no longer see you because of the smoke.It shouldn't be like that, we're all like that, I didn't just run away from them and disappear from the line of sight, I released smoke and continue to fire. The opponents should be allowed to continue moving along the player's last known location, or even distribute search zones around the smoke among themselves (maybe that's too complicated?).
I agree, the hovercrafts should push through the smoke. Right now the way smoke works is the object is basically parented to the same one as the buildings which enemies treat as an obstacle. When they get stuck in them they basically have no visual and are supposed to choose to either reverse out if their rear is clear, or just wait until the smoke dissipates. It's pretty cheap honestly, and I'm going to see if I can improve it. Maybe I'll have them pause only for a second or two and always charge forward, or in the case of hovercraft ignore them entirely.
Thanks for the game, I've already spent...many hours in it, definitely more than I should have
I'm glad to hear it's provided so much entertainment. I've spent countless hours playing it myself, though I'm forced to since I'm the developer haha.
I noticed Morse code in the game's music. If I translated it correctly, it says "MARS" three times.
Good ear! You're the first person to notice that actually. It indeed spells out Mars.