Congratulations on your impressive not-quite-last place on the leaderboard ๐๐!
I do not know the Battlestar Galactica board game, but I have seen the series, and that really was an inspiration for the game: a fleet of people trying to escape and having to jump in time.
Your feeling is correct. I made 2 enemy behavior types for all enemy classes: one that targets the nearest ship, and one that targets civilians. In the end, I chose to put more of the civilian-targeting ones into the waves. It seemed more exciting to me and raised the stakes, but from what you and other players have said, I probably should have balanced that differently. Another lesson learned for next time ๐.
Unfortunately there is a web build bug with the sound as well. That is something I will have to look into more carefully next time. I did not run into it myself, but maybe I tested too much in the editor.
So we were actually thinking along similar lines there ๐. The different civilian ships in my game also all have different bonuses. Transports give points because they are full of civilians, and also a few construction points. Cargo Haulers give more construction points. The Command Ship lets you see intel about the upcoming waves, and the Medical Ship allows you to repair. If you lose the Command Ship or the Medical Ship, you also lose the intel and repair options.
In any case, thank you very much for playing and for the kind words about the game. I am really glad you enjoyed it while playing ๐. And thank you as well for the honest and constructive feedback. I really appreciate it, and it is something I will take with me into future projects so I can improve.
Rewatching Battlestar Galactica is not exactly a punishment ๐, although it does take quite a bit of time ๐ . It was a great series, and it clearly stayed with me long enough to inspire this game with the whole fleeing fleet and jumping concept.