Really great to read that you had fun with the game ππ That makes me smile!π
Finding a good balance for a strategy game during a 10-day jam may have been a bit too ambitious on my part, but I really did my best, and it definitely still needs a proper balance pass to make it feel even better.π
The special abilities can help a little bit, especially if they are timed well and saved for the right moment. For example, a Destroyer can take about 90% of a bomberβs health in a single shot, instantly kill small swarm fighters, and also deal more damage to the capital enemy than most other ships. Frigates can be very useful against large groups of swarms, because their rapid fire lets them deal extra damage across multiple ships. The Battlecruiser is more about waiting for the right moment, since it launches a torpedo volley at every ship in range, so the more enemies there are, the more torpedoes it fires at once.
The transport ships actually all have different bonuses in the gameπ . Maybe that did not come across clearly enough, and perhaps we should have explained that better. The regular transport ships are mostly there for points, since they carry a lot of civilians (1000), but they also give a small amount of construction points per jump. Cargo Haulers give 100 construction points per jump if they survive. The Command Ship gives you intel at the start of a jump about which enemies are coming, so if it is destroyed, you no longer see that information. The Medical Ship allows you to make repairs, so if that one is destroyed, you cannot repair anymore. So we did try to give them some differentiation ππ
Thanks again for playing and for the feedback. I really appreciate it, and it is absolutely something I can learn from for future updates and projects πβ¨