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I like spaceship games, so I gave it a shot. Some bugs/issues:

 - The achievement unlock system definitely provides progression, but there's a huge gap between maybe getting a 100 credit item every round and maybe getting a 600 credit item every round. Also, the achievements and what they unlock should be visible with a button placed somewhere prominent on the main menu.

 - Energy weapons, even with the buff from their dedicated ship, seem useless. You want PD, autocannons on the mediums, railguns on the larges. That seems like the only worthwhile fit. 

 - Related, missiles seem useless too. They appear to explode before hitting the target, doing very little damage. Enemy missiles are lethal, though.

- If you lose a ship while still getting started, it's usually just game over. Getting to keep the weapons/equipment of a dead ship, and maybe sharing its EXP with your other ships at a positive-sum ratio, might make that less the case.

 - In general, you've got one ship taking all the damage unless enemies arbitrarily decide to focus down something else. Difficulty is low enough that you can afford to stick an armor+repair on everything else, but putting all defense on your middle ship and clustering everything else just slightly back from it is meta. Positioning should be a more major part of the game - maybe enemies should attack the weakest target in range rather than the first one they see.

 - Related, friendly ship AI is all over the place. I've had a single ship shooting at three different full-health enemies at the same time.

 - Am I missing something, or are crit buffs useless? 5% critical damage on a 5% critical chance is a 1.0025 multiplier to your total damage, if that 5% is applied to base damage. Still lackluster if it's applied to crit damage directly and it's 400% base. A 10% fire rate boost, assuming you spend a quarter of the time reloading, is a 1.075 multiplier to your total damage, which is thirty times better. Likewise, 10% faster reloads are three times worse than that fire rate buff.

 - One try, I started up the game, beat wave 1, and then wave 2 was a big ship that kited me to death with no opportunity to shoot back. No opportunity to get a weapon with longer range, nor any warning to upgrade range beforehand.

Beyond that, some more ambitious stuff:

 - Autobattlers need cool battle effects, so dedicating some effort to tuning the VFX and crunch of each weapon so that they feel different could be worthwhile.

- Variety is a major gap, both in player ships and enemies. Having different ship classes that do different things could help. As it is, you're just building a better stat brick.

 - Enemy wave variation in particular could use a look, for replayability's sake.  Maybe have a map or something, and enemies in different 'areas' have different doctrines. One round, the player chooses between fighting the enemies with lots of fighters and the enemies with long-ranged guns, and then, a few rounds later, has to choose between a subdivision of the fighter enemies where fighters drop close-ranged bombs, or one where they upgrade into fewer but stronger gunships with rocket pods.

 - Likewise, interplay. Right now, you have three ships that all work kind of the same. Upgrades are all mostly independent from each other, and amount to making some number higher. The core gameplay of this genre is planning out complex builds, since there's no direct player control or anything like that, so having upgrade X have some major impact on upgrades Y and Z that the player plans around is vital.

As an example of variety, strategy, and interplay, suppose the first upgrade branch let you choose between "destroyer" and "command ship". Command ships have one less medium turret, but allow the player to set 'orders', like telling friendly ships with low health to retreat behind the nearest friendly (if unobstructed) until they recover, or to always target the lowest health/fastest/slowest/deadliest enemy with XYZ weapon type.

Thanks for playing and the detailed review. Appreciate it! I'd like to clarify a few things and also explain what is planned or still in development.

Every module has three tiers, and higher tiers unlock by using that module. Once a tier is unlocked it can appear in wave rewards or the shop. Higher tiers appear less often and cost more because they are stronger. Although the drop chances and prices/values are subject to change (especially the Tier 3 modules are way overpriced currently). There is a screen that shows all unlocked modules (player stats available by tapping the player name in the main menu), but it does not currently explain the unlock triggers. I may improve the clarity there.

About weapon balance: The game uses a damage type system where kinetic, energy and explosive damage interact in a rock-paper-scissor way with hull, armor and shields. Some combinations do 150 percent damage and some only 50 percent. That can make certain weapons look weak if they are hitting the wrong layer. Some layers are currently underrepresented, which makes some weapons feel over/underpowered. That should change with more enemy variety. More varied wave compositions and enemy loadouts will follow. I'm currently keeping it more or less consistent to have some predictibility and being able to balance out that base run before adding more variety, which will lead to a less obvious meta and increase the strategic potential of different builds.

Missiles explode early when intercepted by Point Defense. That applies to both player and enemy missiles. The final enemy wave uses 2x tier 2 missile launchers. That's intentionally very hard but they are as strong as if you use 2x tier 2 missile launchers. There is no difference there. More or better PD can help to take out more missiles before they hit and shields can help eat up the explosive damage from missiles as explosive damage only deal 50% of their damage against shields. Plus the shields may recharge before the next barrage hits as long as they are not fully depleated.

Losing a ship early is supposed to be painful as all invested resources are gone, but I agree, it currently feels too punishing. I am looking into comeback mechanics so a run is not decided immediately when one ship goes down.

Regarding positioning and AI: Enemies and friendly ships use the exact same targeting rules. They both attack the closest valid target, and if that target is already being attacked they look for the next closest one. I looked into weapon-specific targeting priorities but that's too much micromanagement. Don't want to add that layer of complexity. There are other ideas, that I'm exploring to allow for some control but that's not decided yet. However, you can already assign ship behavior like staying in formation or advancing to the range of their longest or shortest weapon (right-most option in the fleet panel). This also avoids being taken out by a out of range enemy ship, as your ships would close in until they are in fire range. So long-range enemies are dangerous only if the ship commands to close the distance are not set.

Putting all defense on one ship and using it as a forward tank is a valid strategy but is risky as losing a ship is punished hard. So maybe spreading ships in a line is actually safer because it distributes damage better as enemies will attack different ships depending on their position. That is where positioning becomes important. 

About crits and DPS math. Crits might need some number tuning, but balance in general will get a full pass once all core features are in. Every new feature shifts the numbers again, so while trying to maintain a reasonable balance, a deeper tuning will follow. 

VFX is mostly final and reflects the best I can do within my skill range and budget. I get decent feedback in general and rather focus on gameplay and balance than looks. I know its not top-notch but yea, that's how it is. I will improve here and there of course but mainly it's set.

Hope this clarified some things and gave a good picture of the current state and an outlook on where I'm trying to go.

Thanks again for playing and taking the time to give detailed feedback. Keep an eye on updates!

> and if that target is already being attacked they look for the next closest one.

There are certainly scenarios where a target saturation algorithm makes sense (I once wrote one to hunt down a spread-out group of fragile targets during a hackathon, for instance), but I think that's actively counterproductive here.  Focusing down one target is the optimal strategy for line battles.

> Putting all defense on one ship and using it as a forward tank is a valid strategy but is risky as losing a ship is punished hard. So maybe spreading ships in a line is actually safer because it distributes damage better as enemies will attack different ships depending on their position. That is where positioning becomes important. 

In practice, I'd say that around 95 percent of the damage goes onto the front ship pretty consistently, so long as there's a meaningful gap. For positioning to be of interest to the player beyond that, I think there has to be a bit more complexity.