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(2 edits)

Thanks for your feedback! 

Good point. We had a bit of a space issue in the ui for the available weapons. As they are now scrollable, we can show partly upgraded weapons in their own slot. Makes sense.

Missiles are now an L weapon, which requires quite an investment to have 2 or more missile launchers. With more variety in enemy ships, making some more tanky against explosive damage, this should balance out.

Making the missile launcher an L weapon and introducing the new Lasercannon (L), the large spot got more valuable. For sure it needs some more adjustments but I think we are on a good path here to find a good balance.

The tank starter option is indeed more of a shortcut for now in the demo. A complete rework for the starter system is in work. I'll replace the starter crews with a completely different system soon.

The unlocking of modules got revised completely in the latest update. Modules unlock now based on your playstyle; using shields will unlock shields and so on. It still needs some tweaking but is already way more understandable.

The repair module gets you an instant repair of 60hp after a wave in addition to the continuous repair during the wave, that makes it worth it pretty quick considering the saving of a lot of repair costs. Actually the armor/repair combo is currently discussed as the meta on the community discord. Don't want to make it stronger for now.