Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit) (+1)

Bit of feedback - first off, export save doesn't work.  Need to fix that ASAP, I've lost a save due to that and cookie issues.  Next, please put a confirmation on dumping hardware, I mis-clicked and wasted over half my money by accidentally dumping an outpost instead of placing it  On the subject of outposts, please make them more forgiving in their placement.  I had to fly nearly two minutes away from where I was wanting to place it before I found a tiny sliver of space about the size of two of my drones that would allow it.

When it comes to hardware, please allow us to place them inside storage containers.  It'd be really helpful if I could build up a stockpile of things at my nearest base before moving out to build a new one instead of having to hope that the base will hold itself together against the damn roaming pirates until I can make enough trips to reinforce it enough to be certain of its security.

It also took hours before I realized that you could dock with pirate wrecks and loot them.  Perhaps a tutorial tip about it?

A few possible additions that would be great: hire freighters to transfer stuff for you, pay upfront to hire + ongoing percentage cost of what they haul.  It would also be great if we could buy hardware away from the start, and maybe research and equipment/ships too.  Perhaps add in research outpost, shipyard, and outfitter (gear + hardware) options similar to outposts (but also hopefully easier to place)

Actually, on that subject, maybe a simple "message node" that could send requests back to the starting station - have the ability to set research, or pay for shipments to your area, which would, if you allow hardware in cargo crates, let you buy hardware kits and have them shipped out to your base, as another alternative method of getting them without flying back yourself.

And with my first deployment of an outpost, I ran into a bit of an issue - I looted from ships to be able to build it, so it's near tungsten instead of a higher resource.  But I managed to drive the price of tungsten down below that of copper.  Perhaps a minimum value cap on the values of ore would be a good idea, like no less than 2-3 tiers below it.

Next, drones.  The fixer drones say they repair drones.  This is not true.  Nor do the repair stations you can build.  Nor do repair turrets.  Please make it so that the drones can be repaired with repair sources other than the repair bay.  Perhaps even while they are docked, it'd be nice to be able to just stop by my outpost and have the repair stations fix up my drones rather than having to idle for like four minutes as they slowly get healed up one at a time.

For pirates, I would suggest trying to make sure their zones don't overlap too much.  I've had one beacon covered by three other beacons, making it nearly impossible to defeat.  It is very common for two to reinforce each other, and still not uncommon for three.  Four is simply absurd.  The roaming pirates are also a significant issue, in that they regularly show up to destroy beacons, unless they are cloaked.  This makes it difficult to mark somewhere to set up a new base.  Please, either make it so they don't snipe beacons, or, better yet, allow us to automatically fly to a placed beacon, even if it is cloaked, just don't allow automation.

Final thing I can remember atm: I've often had my well-armed drone ship destroyed while traveling, because the drones stay docked.  Perhaps when the ship is targeted, you can have it auto-undock fighters and repair drones.

Edit: forgot one, there is no mention anywhere that cloaking stations don't stack.  Perhaps add a mention of that so others don't waste money like I did.

Wow, that's a lot of great feedback. Thank you so much for taking the time to write that. We have a big update coming in the near future that will address a lot of those issues (as well as adding more content). You also mention a few things we hadn't thought of which we will look into and see if we can find a solution to. Again we really appreciate this feedback, as we want to make this game the best it can be. Cheers!

(1 edit) (+1)

Also, just read that you're having difficulties with not being able to reproduce the inability to export saves.  Since it's being problematic, why not make a window pop up with the text in a textbox that can be selected and copied directly?  Then you won't have to worry about it not wanting to copy itself.

Edit: few more suggestions.

Perhaps tone down the pirate spawning at the bases and instead place a few turret and repair platforms instead?  Currently, it's easy to farm higher-end materials than you can locate in an area by just dipping in and out of a pirate zone.  Similarly, perhaps reduce the spawn rate of a given location the more you kill there.

It would also be very nice to have tooltips when you hover over a station/container, especially when you're trying to tell what you've got from a distance.  Just popping up the basic stats you see when docked would be good for most, but it would be nice to be able to see what's inside a container as well.  Depots are less important since they tend to just suck in a single resource, at least in my experience, so you can guess pretty easily.

Excellent suggestions, thank you again! We will be doing a beta test of the update before the official release if you're interested. I'll let you know when it's available on our beta channel.

(1 edit) (+1)

You're welcome for the suggestions, hope they might make it in.  Unfortunately, as for testing, I can't really do that, as I don't want to restart, and I can't export my save.  Just hoping I don't lose it, just hit the point I can try to craft a warp gate pair when I resume the game.

Edit: more feedback.

I've noticed that asteroids seem randomly colored, but on closer inspection, it's worse than that - they seem to shift colors as you watch.  I'd recommend sticking with a specific color for each resource, perhaps even a pattern on them given how many there seem to be.

Warpgate placement seems fine, maybe I just got lucky twice.  But it did remind me of another idea - make deployables immortal until you deliver resources, or in some other way, allow placement of a 'ghost' for placement purposes, with the red no-build marker around the ghost.  I'd hate to lose something like a warp gate due to an attack before I can finish building its defenses.  Next, it appears you have it set to just number keys for warpgates - I'd suggest a window that pops up, allowing you to do like beacons where you can click goto or view (and rename would be nice too) without needing to limit the numbers or eat the menu.

Additionally, pirate corpses are very, very annoying.  They slide for a very long distance, and if you click to dock with them while they're moving, you slow to a crawl while right nearby, then follow it for quite a distance.  Meanwhile, if you manually pilot nearby and then click on it, it stops both ships instantly.  I suggest making it not quite so slow, and possibly add more drag to the corpses.

And similar to my suggestion about remote tooltips for quality of life, it might be nice for drilling platforms to turn off if all nearby depots are full and the player isn't nearby.  I've got like ten of the things endlessly spewing ore into the void.  Not sure how much performance those use, but they've gotta use something.

And with that small novel finished, off to bed for the day.

For the Asteroid color, yes they are generally similar to each other and it does shift (much like the background) In early production we did have asteroids coloured depending on their resource and we found not only did it look bad (think coloured polka dots) but because we have 20 resources it was difficult to tell some of them apart, along with that having to memorize a colour chart wasn't very fun.  So we came up with the scanning system which promoted exploration, which I think works pretty well. Shifting back to a visual method of determining asteroid resource would undermine the scanning system.

I think you do make a solid argument for making blueprints invincible, or maybe just have pirates ignore them. I think that makes a lot of sense and would reduce player frustration.