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(1 edit)

the tier+ wasnt suppose to appear if there's no upgradable item. I need to check that out. 

There chance to restore derelicts, I added the floating text for visual feedback. 

I've added both level and cost on core upgrade I might need to reposition some of the nodes(weapon branch)

(5 edits)

win070 (Mew;)
I gathered that there was/is an intended way to restore derelicts; I was exploiting the wrapping (previously seeming to be accomplished by) cloning the old derelict by running them all down to minimum scrap (and only destroying the last one targeted), then only destroying them when they’ve refilled.

(edit 3/4: Strike this, couldn’t reproduce. edit 5: Wait, I just did need to run out of fuel 1 ly before bumping into the system, but wait for the rocks to start to fade in before [F]LAG. ) I think the uninteractable POIs are happening when I [F]LAG an attack at the start of an asteroid hazard (‘drifting’ into the edge w/ low fuel ?);
The hazard logic is disabling the POI’s while enabling the emergency [E]SCAPE, but the [A]TTACK is going to “EXPLORATION” mode instead of back into “HAZARDOUS”, causing the POIs to reappear without enabling them. (I think … )

It could be ‘!fun’ if instead of going straight into ‘combat’;
Enemies jump in as a group and fatally collide (allide?) with the asteroids;
Then as opponents randomly {start shooting the asteroids, try to initalize a jump out but are vunerable to (one shot) being smashed by the hazards, or take shelter behind the player};
Then (take turns) jumping out while the survivors try to keep the asteroids back… (random player turns = smashy smashy) …
… all while the player gobbles up the spilt scrap and fuel w/ the option to start ‘normal’ combat early by manually targeting the opponent ships …

But that sounds like alot more effort than having them all jump in, crash, mostly jump out. (free fuel, and lol).

===(edit)
Also, exploiting running out of fuel, to bait fodder to feed on the XP.

(+1)

That does actually sounds kinda fun having enemies during hazard. I would have to implement it very carefully as COMBAT and HAZARD are two different game_states. I will need to make HAZARD as poi type instead

so to counter that exploit.  I've implemented a difficulty increase, which increases the enemies hp in the sector by 5 each intercepts, 2 if flagged.  This will also allow players to really think of choosing weapon tuneup or tier up rather than fuel