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.
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Battlelog truly needs a revamp with more formatting and better code.
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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.
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Your boss strategy is pretty solid! Rushing the boss is quite useful, especially if you have saved the specials for last!
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I have made a note of the typos. The text is what I really need to revamp before the next patch comes along.
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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.
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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.
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Credits can only revive/repair ships.
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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.
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End level animations I will fix! Apologies for the janky experience there.
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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.
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I will add a dedicated card screen where you can see all your unlocked cards.
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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?