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(1 edit) (+1)

I love the feedback that you’ve given!

It’s quite detailed and actionable and tells me exactly what you are thinking at each step of the playthrough.

I’m truly grateful that you took the time to play and write this!

I’ve taken detailed notes from this and will be fixing everything you mentioned before the next patch

I’ll answer some of the questions that you’ve asked.

  1. Cards show up when you unlock abilities, the tutorial doesn’t give any rewards that screen just lingers. (I’ll either remove it or add a reward, haven’t decided which yet tho I’m leaning towards the rewards route)
  2. The missing character in ship info is actually an emoji. A green and red circle emoji. Did not know that would face accessibility issues. I will fix this. In fact the whole of the ship info panel needs an upgrade. I am gonna work on that next.
  3. The move botton click issue. I had no idea the problem still persisted. I will fix it.
  4. I like your idea of leaving the frame to demarcate how far a player can move.
  5. You are right about the quit window/box. They are just the default godot boxes. I’ll style them soon.

The tutorial needs a touch up in general.🤔 I’ll fix it.

Looking forward to your playthrough of the main game!

(+1)

When I came back to play again I refreshed the page. This time the first mission showed as not yet completed. So, maybe completing the tutorial marked the first mission as complete.

Having played through it already, it would be nice to be able to skip the opening sequence on subsequent plays.

It would be nice if the battle log used different color for the text to distinguish your actions vs the enemy's. It does show "ENEMY TURN", but maybe having the enemy hurting you be red, while you hurting them is orange or something else. I think more important than that, though, would be to add a message or spacer after the enemy turn, before the messages about your ships recharging before turn start.

It seems odd that you include a Basic Attack card, when every ship also gets that ability. Is there a reason to have a second copy? Or is it just because the display includes all cards perhaps.

For the 3rd fight in the first area it seemed like time was sensitive, so I tried to take the enemy out as fast as possible, while the previous fights I had done a bit more experimenting. I had not used the special abilities yet, so decided to start with them. I charged all ships to full energy. Then used the Blast Gun (I keep wanting to call it Blast Cannon) on the center enemy, hitting slightly high and hitting them and the ship above. I moved everyone where I wanted them, and then got my extra turn. I fired the Blast Gun again, destroying both the center and top enemies. I the used the Bounty Shotgun with the Support ship and did some damage to the last ship, though was not able to take it out. The next turn I finished it off quickly.

The last text was "Prepare to land on Drunghur", instead of "Dronghur".

In the text "they will take at least a week to reach." A space is missing in "at least". Unless it is intentional for the character's speech, I'd say it should have something more at the end, such as "reach us" or "reach here".

After the old man says "Follow me", it feels a bit abrupt switching to the ship loadout/cards screen.

I'm not fully sure on the ores and stones that come on the screen with asteroids. I tried to collect Godrin's Stone (I think that is what it was called), and took collision damage. Then I shot it, but it was near the top of the screen, and I could not read everything that popped up. Clicking on it said something about reviving a ship, so I had wanted to collect it. I did not have any destroyed ships, so it probably was wasteful. It seems like shooting the repair stuff heals the ship that shot it. The blue/green Military Supplies seem to heal all of your ships, while the red you were told not to shoot I'm guessing heal the enemy.

As far as I can tell the Credits are just for repairing your ship. This works well, as I'm not concerned about being able to afford repairs with nothing else to spend them on.

The Quick Repairs description could use some work. I'd start with "Finding popularity" or "Having found". There is also a period followed by a lowercase letter and no space.

The "E" in "enough from you" in the Crusher fight should be capitalized.

I did not do as well on the Crusher fight. I did not count my fights, so didn't swap out any abilities for more powerful ones. I'd planned to use the Doom Cannon on the next boss fight. I also did not jump to using the Specials right away. I tested a basic attack on the shield and found it was not damaged at all. I then moved my top ship to attack the outer target. I continued largely treating it like any other fight as I took out the top target. Then I got hit by its special. The ship with the basic targeting heal was the one that got hit, so I had to charge up to use Uplifting Aura, and even that was not really enough. I also adjusted positions so the damaged ship was behind another. The enemy's next attack destroyed a Military Supplies, which also helped heal me up a bit. I did a bit of damage control and repair, and then went back to my strategy from the last boss fight of using the specials to hit hard and fast. I was able to win without losing any ships

At the end of a level you may want to rotate the ships so they are facing the right edge of the screen before they warp out. It looks a bit odd with some of them highly rotated. The asteroids and other stuff flying with them is also a bit off, and you may want to hide the other stuff, or do something with it, while making sure not to damage the ships.

It looks like I got Pravarshan twice. I got it earlier and again from the fight I just finished.

As I am unlocking more cards, I find that I am not changing my ship loadout often. The Blast Gun is my favorite. I also like the Laser of Lamentation as a second to that for group damage.

I'm going to pause here and list my current setup. I'm not fully happy with it, but am getting tired and not processing exactly how I want to change it, just that I know I want to update it.

Spaceship: Triple Attack, Tri Laser, Laser Beam, Band Aid (Swapping to Pravarshan for next boss)

Assassin: Double Attack, Shotgun, Blast Gun, Uplifting Aura

Support: Recharge Ally, Bounty Shotgun, Energy Infusion, Laser of Lamentation

I haven't really used the Tri Laser, so I'm swapping it for the Hexa Shot I just got.

I haven't tried The Flower, as it makes me think it will do a starburst style attack from your ship going in all directions and increase chances of friendly fire. With the enemies always staying on the far right, and your ships limited in how far right you can go, that style doesn't make sense. The enemy also used the Remorse Flower on me and it looked like it may have been a homing attack. I'm swapping in the Remorse Flower to try out in the next fight, replacing Shotgun, which I rarely use. I feel like there is no need for the Shotgun when I can use Triple Attack. If my aim was better I might be able to hit multiple targets, but in most cases 3 straight shots can be used more often. If there were more slots I might add in a shotgun for alternate scenarios, but it just doesn't compare favorably. Sure, you can only use 1 of each card, so it could go to another ship, but other things win over it. Of course, once you get the higher shot count Shotguns things are different, but even there I'm only using the Bounty Shotgun on the Support, since it can use it any turn after the first. The Bounty Shotgun has a good balance for me on that ship, especially with the ship's low accuracy.

OK, I know the level said it was Difficult, so I should have expected more. I was thinking to use the first fight for my testing, but it looks like a boss on its own. We shall see how it goes.

I built up and used the Remorse Flower. I messed up my timing, but it was still very powerful, and also pretty.

After fight 2 of level 3 all the cards I got were duplicates. Since it does not seem like you can assign 2 of the same card, even when getting a duplicate, this feels off. Especially with the header text saying "You've Unlocked New Abilities".

Typo in Signal fight in the word "transmission" in "Gwen we are getting a transmission".

Typo in post-fight text "face of danger in beyond me" should probably be "is beyond me". Same conversation from Flinn "information" is misspelled.

I initially used WASD for controlling my ship movement, but found the rotation hard to get right. After a while I remembered the mouse could be used as well, and that is so nice for accurately aiming at an enemy!

More duplicate cards, at least 2 of them being the same as the previous fight. There are still a fair number of cards not yet unlocked as I go into the final level.

In The Phantom Mission Info it says "What does his objective?", which should probably be "What is his objective?".

Interesting that after the 3rd fight being listed as Difficult, the 4th fight is only listed as Medium Difficulty.

After seeing the post-fight display of enemies from level 3, I swapped the Hexa Shot out for Penta Laser, figuring if there are layers of enemies, the laser would be more useful.

And starting the final level, instead of a fleet, I am greeted with a single ship. The other may have been better here. We shall see what comes next.

I took some significant damage, and ended up hiding one of my ships behind another as it was very low on HP. My base strategy works well on the boss fights, though I should have paid a bit better attention here to healing, as there was a point I could have healed up and didn't. I really like charging everyone to full energy, and then taking another turn. I don't use the special attack that often. Actually I think I only used it once or twice, after I had drained their energy on other stuff, though as part of the opening combo it does work well for the second turn after all others have used their abilities.

When I finished there were still a number of cards locked. It would also be nice to be able to view cards without going into a fight, as I wanted to read the text on the new ones, but was not going to do another fight. From the card select screen there does not appear to be a way to get back to the menu.

I really like the power boosting mechanic when aiming straight ahead and getting the accuracy in the range. That keeps the combat feeling more active and give a nice reward not just for tactics, but skill as well.

I enjoyed playing through the game. The story was good, and I look forward to seeing the rest of it. I may have more thoughts later, but I'm tired so will end it here for now.

(+1)

Thank you for playing the entire game! This makes me so happy!

I went over your comment multiple times and read it at least 5 times and made a page full of rigorous notes.

I have made note of many of the problems you faced and will fix them in the next patch.

I will try to answer the questions you have asked.

  1. Battlelog truly needs a revamp with more formatting and better code.

  2. Basic attack I have kept for certain future ability related stuff. I wanted to add a particular ability that could make use of it, but then I decided it could be too complicated for a demo and decided against it. I have left it in anyway.

  3. Your boss strategy is pretty solid! Rushing the boss is quite useful, especially if you have saved the specials for last!

  4. I have made a note of the typos. The text is what I really need to revamp before the next patch comes along.

  5. All space rocks have to be broken to be activated.(I will add this in the tutorial) Godrin’s Stone will have no effect if none of your ships are dead, even if you activate it.

  6. Military supplies have many abilities but they are hidden. You can’t know what they will unlock until you break them. There’s some REALLY strong ones and some ok ones. same for enemy supplies.

  7. Credits can only revive/repair ships.

  8. I see many people mention not swapping abilities between levels. I don’t know if thats a good thing or a bad thing, Since it is a skill intensive game, that’s good that people are trying to get familiarity with their current kit and have found their preferences. But if they are not getting any dopamine from unlocking a card or browsing that could be bad. What are your thoughts on this? From a game design perspective you can ideally beat the game with any combo of cards. Some are better or worse in certain situations.

  9. End level animations I will fix! Apologies for the janky experience there.

  10. Card unlock is something I am gonna fix. There are issues of repeats(errors on my end). After multiple revamps of the cards, I could not complete the rewards system in time for the jam.

  11. I will add a dedicated card screen where you can see all your unlocked cards.

  12. Phantom is a collaboration with Unhinged Gekko and his game Arteus Victus and is a perma-unlocked side quest. The main story of the demo ends with Signal. Facing the army of ships is supposed to be the cliffhanger that ends the demo. Doing the phantom level unlocks 3 unique and extremely strong abilities, notable ones, Phantom Ray and Phantom Flower.

(I will add a side quest tag to the phantom level so this is more clear in the future.)

Thank you for explaining your fights in detail btw! This really helps me understand what your thought process is while playing and greatly helps with balancing the game and providing more options in the future.

If you have more thoughts on the game, feel free to message me anytime! I am always open for feedback.

I would love to ask you two things. How difficult did you find the game? And how was the card balance in general?

(+1)

I think a tag of optional level/side quest will help with the Phantom level, but if possible, I'd see about adjusting the level select indicator for it as well. Giving a bit more distance, or maybe a color change to the circle. Something to stand out more right from the start so players see it as different and are more likely to pay attention to the fact that it is bonus and the story ends with the third level. The way it transitioned it felt like it could be part of the story. Possibly this new thing might be something to gain for your fight against the invading forces. Like it was a step along the way to that big fight we just saw.


For the cards, I think they need some rebalancing. The new ones could be interesting, but when evaluating things they just did not pay off for me. I am a very logical person. While I enjoy story, when I it comes to picking my party and equipment, I get into the details. I want to know everything and go with the most effective combo for my play style. One issue for me in picking some cards was the unknowns. In a future play I may experiment more, but for the first time through I wanted to win without losing any ships. That limited some experimentation. If I wasn't sure on how an ability worked, and wasn't sure I could calculate its damage/effectiveness, I skipped it. This included things like the Sniper line and Fuel Shot. How does distance get converted into damage? How much fuel does each ship have? I also had this issue with the Flower, as mentioned in my other comments. After seeing it used, I was willing to try it, as it looked really cool and powerful, but the card art and description made me think it worked differently, and I wasn't willing to risk it before seeing it in use. Self-destruct was never on my list to even consider using.

Side note here, maybe add a testing mode/shooting range for players to try out the abilities and see how they work.

I mainly focused on dealing damage. In some games I go all out on a turtle defense style, in others I like to hit hard and take the enemy out before they can hurt me, so there is no need to heal. In this game I went with win fast and limit getting hit. I also like to be prepared for everything I can. I started picking cards based on doing damage, then added some healing and support. The support ship was hard to aim, but had an extra point of energy per turn, so it got 2 abilities to pass that energy on to another ship that I could better aim. It also gave it attacks that spread out to make up for aiming issues, especially as I got more tired. While picking abilities I also wanted to have a good mix. I liked the multi-hit straight ones, especially Double Attack costing 0, and Triple Attack only costing 1. I feel like the Triple Attack costing the same as the basic Shotgun makes the Shotgun significantly less appealing. With the way aiming works, the Shotgun line is hard to use to really hit several targets, so aiming straight and guaranteeing that if you hit, all shots hit, is the better option. Only for the Support ship with its harder aiming did the Shoutgun make more sense for me, and even then, I did not use it much.

I largely broke the weapons down into lasers, which were vital for penetrating shields, basic/straight projectiles, shotguns, and other. As mentioned before, the Blast Gun was hands down my favorite weapon. It could hit multiple enemies, get around shields, and do good damage. The cost was also low enough that I could use it often. I put it on the Assassin ship, and then had the Support ship keep giving it an energy boost so I could use it more often. As much as I loved using it, I think it may be overpowered as is, and should probably have the cost increased to 3. Instead of higher cost, it could maybe get the damage amount dropped down.

Once I learned about how the Flower line worked, I also liked them. With it covering a wide area, it also worked as a good alternative to using a Shotgun. The base Flower cost more for equal projectiles in a Shotgun, but going straight meant more could hit from greater range. Once you get the second Flower, the shotgun really loses most value. The only Shotgun I gave any value to was the Bounty Shotgun. The cost of 2 with the spread giving me a better chance of hitting made it a decent choice for the Support when I needed to use it to finish an enemy. The 5 shots over the 3 of the 2 cost Tri Laser helped with the accuracy concern. If there were more options at the 2 cost tier I'd have considered them over the shotgun. I think the split Lasers suffer from the same issue as the Shotguns. The aiming can be tough, and from a distance you are not likely to hit multiple targets, or multiple times on the same enemy. This may be intended to encourage getting up close with them, but why? Why would I get close and use a Shotgun, or split Laser, when there are so many options that let me do just as much damage, for similar cost, from further away?

I think the Shotguns need an overhaul to make them feel worth getting closer to use. They need to be more powerful than the equivalent non-Shotgun options. At the low end we have the 0 cost Double Attack and 1 cost Triple Attack vs the 1 cost Shotgun. What benefit does the Shotgun offer over those? It spreads a bit, which can increase the chance of hitting if your aim is off, but aim is vital, so for most ships I think in terms of having decent accuracy. Also, if I am relying on the spread to hit, then that is accepting that I may be doing less damage for any missed shots, lessening the value equation somewhat. At 3 cost the 7 projectiles of the Shotgun over 6 of Hexa Shot does offer some boost, though at 4 cost, they are equal and straight wins for me. Back down at 3 cost we now have the Flower line. I did not use the 3 cost one, and looking at it, the 5 projectiles vs 6 or 7 alternatives just discussed doesn't seem as good. Having not used it enough, maybe the way it moves would balance out, but that would need more testing. Once we get to 4 cost the Remorse Flower with 12 projectiles dominates the Nona Shot and Destroyer alternatives with only 9. The Shotgun line also stops at 4, while the Flower line gets the 5 cost 16 projectile. Of course that is from the bonus fight, and I'm not sure the extra energy is worth the slight bump. I'll quickly bring this back to the Blast Gun, and compare the 2 cost Shotgun to it. Shotgun has 5 projectiles doing 1 point each. The Blast Gun is 4 damage per target. If hitting 1 target, the Shotgun does 1 extra. If you hit 2 or more targets, the Blast Gun totally dominates on damage. Now, the Blast Gun does require more accuracy to hit, so that can impact the equation.

Next I'll move on to Lasers. The Shotguns also need to compare to these, but they have their own pros and cons, so I'll center the focus here on them with mentions relating to Shotguns. The basic 1 cost Laser is a good low cost way to hit through shields, or when the enemies line up. I equipped the Tri laser for a while, but didn't really use it, and now consider it to be less desirable. It has the same split negatives as the Shotgun, though suffers a bit more here. The pro of the Laser line is penetration, so you often want to line things up, and may be further away from the target due to the shield. That is going to reduce the chance of multiple hitting the same target, and also trying to get all split beams to hit feels more challenging. The only one of the split Lasers that felt useful to me was the Doom Cannon, and part of that comes from it doing 2 damage per hit. Of course its high cost makes it unreasonable for general use. I viewed it as a boss fight weapon used with the Special to give full energy. The lasers costing 1 more than the equivalent number of projectiles Shotgun works well for the balance of it having penetration.

Now, once we move from the split Lasers to the multi-beam straight Lasers, things change. The Laser of Lament was nice. At 3 cost it only did 3 beams, but each was 2 damage, allowing up to 6 damage per target if all 3 hit. Going straight it was easier to hit a single target, especially from a safe distance. The 3 cost Shotgun has 7 projectiles, so slightly higher potential for a single target, but the penetration means the Laser can hit multiple enemies, and pierce shields. Also with only 3 beams and 2 damage each, each hit does more, so if you only hit once you get more, while losing some chance to hit. This cost benefit gets even more in its favor when you compare to the 3 cost split Laser which only has 5 beams/max damage. The Phantom Ray is a decent step up from this, but being at end game I did not use it.

The Assassin being in the middle also meant that I gave it the AOE heal, which otherwise would have gone to the Support. I know they can move around in combat, so debated putting the heal on Support, but where I generally placed them in combat, this felt the best. I also did not do much in combat healing, so treated it more as a backup/safety net.

I did not use any Aim cards as they did not feel worth the extra turn to use for the benefit. Partly this was a self imposed requirement that I should just get good myself, rather than using some of these as a crutch. Also, these work on an ally, when I'd be more likely to want the Support to have them to improve it own accuracy. The Sniper's Vision could have use for dealing with obstructions, but that is what Lasers are for.

Gaining and transferring Energy was useful with the Support ship having 2 energy but tough aiming. I did try to improve my aim skill with it, but transferring the energy and using higher power stuff sooner ended up working well. The 0 Energy Recharge Ally was a great opening move for me, setting up for a powerful move on the next turn, especially paired with Energy Infusion. That gave The Assassin ship its max 4 Energy on turn 2, allowing the use of most cards. This felt like a great use of the Support role for me. Even better, with the Support gaining 2 Energy per turn, and this opening only using 1, on turn 3 the Support had 3 Energy and could then do a decent attack move itself, such as Laser of Lament.

Healing I did not use much. I went with "the best defense is a good offense". I had Band Aid for occasional help, but almost never used it. The Pravarshan was a nice addition, but I never actually ended up using it. The main heal I used was Uplifting Aura. The lower cost of 3, and getting it early enough, meant it had more chance to be used. In the future I may test these out more and find a better set for me, but in general I want to get better at not getting hit instead.

I only got 2 "Other" category cards. The Plasma Shield sounded cool, and at 3 is reasonably priced. I almost used it once, but then ended up just hitting the enemy hard and never felt the need for it. The revive is nice to have, but again, with my refusal to lose a ship, and its high cost of 5, I felt it was not practical to equip. Unlocking cards to write this up I looked at some others. The Therapeutic Grapple looks nice, though the current 0 cost would be way too low and make it feel overpowered. I'm guessing that was added for testing and not meant to be in the main game.

Okay, hope that wasn't too rambly. There was more going on in my head, but I think this covers the most important, and easiest to explain, parts.

One other note, it looks like the "Assassin" ship is spelled "Assasin" (missing an "s").