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(+2)

Very fun game, I made it out to sector 50 and then black holed all the way back to sector 1, here are some of the things that I noticed:

When you reroll the shop every item is always tier 1

The weapon changes are way too rare and the laser proficiency is locked behind 9 levels of useless upgrades for a laser user (also laser only needs 1 level of burst while the others need 4?)

When you black hole, derelicts do not seem to be able to spawn for about 7-ish jumps (although I could have just been cosmically unlucky)

The upgrade tree shows the number of upgrades out of 53 that you have but I made it up to 132/53 without it stopping me

The way that the scaling works on xp prices makes it so that in the late game it is only really feasible to progress using the free upgrade at the end of each stage

You can buy the upgrade that makes your onboard collector deal more damage on the first hit but the auto collect function does not apply that

The difficulty spike is quite noticeable from sector 1 to sector 2 but after that it plateaus fairly fast and you tend to massively out-scale the enemies even out to sector 50

Here are some of my suggestions that you are free to ignore:

I think it would be better if the upgrades in the tree were more expensive but independently priced

It would be nice to have an upgrade or keybind that speeds up or skips the flying animation, as well as the holding pattern at the start of the battle where everyone is in position but not yet shooting

Another quality of life keybind could be that space or s would immediately salvage the result of a battle if you know that you don't want any of the items

It would be convenient to be able to select or at least see your next destination during a battle, especially because you cannot really do much while it is happening, and it would be nice to be able to scan any mystery locations for example

I think the scanner module should start at 20% chance to reveal and go up to 100% at level 5, and maybe have an upgrade where if it is at 100% chance then it just goes automatically

The number of different upgrades that increase salvage value is a little excessive and honestly a little confusing

It would be great if we could get some numbers involved with the sockets, as they are largely pretty vague with what exactly they do right now

Having to respawn in sector 2 after the first time you squeak by the first boss is pretty brutal, it might be cool if you could respawn in any sector that you made it to, although that might be hard to implement cleanly

I wish that weapon changes were easier to get or guaranteed, like after reaching sector 3 you could respawn with your choice of weapon, just like the upgrade you get after dying in sector 2

A button in the settings to reset your game progress completely

Overall, it is an incredibly fun game that got me hooked for quite a few hours over the last few days, I will be eagerly checking this page every so often to look for any new updates. Thank you for the fantastic distraction, and I would be honored if you found any of my suggestions to be agreeable enough to implement.

"I think it would be better if the upgrades in the tree were more expensive but independently priced"
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I have been thinking of some kind of game, where EVERY upgrade starts at maybe 1 cost, BUT each time you buy something, that item becomes more expensive (+1?) in the next run, so over multiple runs the pricing sorts itself out (NOW, apply this to a networked game & compare EVERYONE purchases).

There also NEEDS some form of "price decay" too, or EVERYTHING will become too expensive. Maybe at some kind of "prestige"(?) everything becomes -1 cost, so the most bought things are still expensive, but the less bought things becomes cheaper.

Now, imagine what happens when this system is networked to ALL players, because people have different play-styles, they might keep the prices low for other play-styles.

What this system fails to model, (for networked: is the individual play-styles, maybe a good thing?) is the change in a players priories from low level to high level.
One way to model this could be either a price increase or decrease (not sure which) the more you have progressed.

Another problem with this system, is that at its worst implementation, it would eventually force players to play with only their least favorite (trash) builds, just to "grind down" the cost of the actually fun upgrades (it's NOT what I want).
At its BEST implementation, it would fairly price each upgrade, AND encourage (without forcing) the player to experiment with new build combinations, because the best upgrades are a BIT expensive (not ridiculously expensive).

I was thinking about being able to respec but reduced total xp by 10%

Most of the updates used this as baseline. Will be uploading today