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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.