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Alpha 0.7.1 is now live.

Early game defense threats are easier to deal with in this version than Alpha 0.7.  That being said, I still don't like this combat system as it makes it almost impossible to use Combat points against Crises; only 2 to 5 Combat points can be used against a Crisis per turn depending on selected weapon upgrades and whether or not the Subversion Crisis is in effect.  In later stages of the game, Combat points get converted into extra Laser Charges before I have a chance to divert them into Crisis resolution.

Come to think of it, similar restrictions exist with trying to use Science and Exploration points against Crises, as well, but Combat has become even more restrictive in this regard than Science and Exploration.  I do not believe that this restriction should exist for any of these systems.  When planets are played, would it be possible to hold the harvested points until the player has a chance to send some of those points directly to Crises?

(+1)

Yeah, looking at it Defense is especially bad about that now. With exploration and science the limit at least increases as you get further into the game and it takes more points to convert. Defense does the opposite, starting low and potentially getting lower with certain upgrades. I'm going to change it to allow automatically breaking a charge back into points so they can be taken for the crisis system. I'd rather not add in a stage between playing planets and sending the points to their systems if I can help it as that would slow down the gameplay loop.

For the other systems I'll see if I can come up with something for them. Otherwise maybe I can do something with the crisis system to allow a kind of toggle-able magnet effect to send points there first or something.