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I hate running out of energy and having to recharge--I find it so annoying. I dislike that I cannot fast forward through the dialog. I also dislike that you stop so abruptly after let go of the thrust; I'd prefer your momentum carry you ship a bit further after letting go of the thrust. The controls are better than the last version, but...I would prefer asteroid controls (A=Rotate Left, D=Rotate Right, W=Thrust, S=Special) with a turret that rotates towards the aiming reticle (mouse pointer).

Hey Pegasus! Great to have you around. It's always a good surprise to be notified that you left a comment. Thank you!

I'm taking notes of your feedback; there are a lot of valuable insights I can take from it.

Something that sparked in my mind while reading your comment is that it can be summarized into one major issue:

The strategy and adventure elements are conflicting with the action elements and I'd rather focus on action.

I think you already read about that "Primary Colors of Game Design" framework I use in my game design process, but just to clarify:

  • Action: the elements that test your reaction time to game events (movement and combat in Milkyway Mailing Inc.)
  • Adventure: the elements that test your ability to reveal and connect information from the game world (the story, plot, and world-building in Milkyway Mailing Inc., for example, the dialogues) 
  • Strategy: the elements that test your ability to manage resources (health points, energy points, positioning, in near future, the skills and their effects).

From what you said, these elements are clashing: Dialogues appearing while I you were rather be focusing on moving and fighting, the energy preventing you from performing high leverage moves like dashing and teleporting, which are part of the movement system.

You even point out that, as it is, you'd rather have the previous movement system, with an elongated drag, low friction, and high inertia.

Would it be accurate to say that if the movement system gets more responsive and allows you to respond faster to the game events, you'd have a better experience? Or is it a personal preference for the "floaty" movement we had previously?

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I didn't like the previous movement mechanics you used--it felt clunky.


I prefer controls like asteroids where you rotate left with one button, rotate right with another button, thrust forward with yet another button (and maybe a move back button acts like a break to slow you down, or perhaps it has some sort of Special function).

Basically, movement exactly like the classic Asteroids. If you let got of the thrust, the 'drag' decelerates your ship, but you don't stop rapidly, you drift for a bit as you slow down.


So like:


W = Thrust/Accelerate the direction your ship is currently facing (adjusting the thrust vector if you are currently travelling a different diction than you are currently facing).

A = Rotate the ship counterclockwise.  If the Thrust key is being held down, the thrust vector rotates as the ship rotates.

D= Rotate the ship clockwise.  If the Thrust key is being held down, the thrust vector rotates as the ship rotates.

S= Special function (like a shield or something) or Breaks/ Decelerates the ship opposite the direction it is facing, until the speed is zero.


Mouse cursor acts like an aiming reticle and the laser turret quick turns to face that spot and fires the direction the turret is facing when the Left Mouse/Fire button is pressed regardless which way the ship is facing.


If you don't want a turret, then fire the direction the ship is currently facing (which may not be the direction the current thrust vector is taking the ship. You could be flying upward, let go of the thrust, rotate your ship to the right to fire while while still drifting upward until the drag reduces your speed to zero or you hold down the Thrust button again and then rotate your ship upward again after firing and reengage your thrust).


I have a little spaceship game you should play in your browser. It's a short game and only takes a few minutes to play through since I made it for a game jam. This ship does not have a turret (but I think the turret idea is cool), but the movement is like what I am trying to explain. (BTW, the enemy saucer ships are pretty accurate, so watch out =p )

https://pegasusgames.itch.io/spacecadetfirstmission


Regarding the dialogs, I find they interrupt the action. I'd prefer a fast forward button or skip button or something to speed through the dialogs. I read them the first time I play, but if I play the game more than once, I'd rather have the option to speed past since I don't want to read them every time I play the game. 


Regarding the energy bar, I would prefer to shoot unlimited and maybe the bar charges up a little each time I blow up an asteroid or hit an enemy. And when it maxes out, you have a special attack available (which depletes the energy bar when used) that does something cool--like maybe an attack radiates out from your ship and damage all nearby enemies/asteroids. Then the bar starts charging up again. Something like that maybe. Alternatively, the bar could start charged and once used, it recharges over time (or perhaps you have to collect some ore that comes out of blown up asteroids), or maybe the bar doesn't start charged, but slowly charges up either by time passed or by collecting or from destroryed asteroids.