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(1 edit) (+1)

Liking it a lot so far, but it could probably use a little more briefing for scrolling the rack - apparently my problem the first time around was that I was using less than half the available space!

Edit: Having finished the campaign, I appreciate that power is a serious constraint, and liked being able to build logic loops for autoreload and boost and suchlike - recycling my first-playthrough realization that you can just sample one gun's info if it's in the same location and has the same stats was fun, and I liked that Logic didn't cost power. I would have preferred if Log, Scope, and Target hadn't cost power either; I think I got perfect Hull and Accuracy through the entire new campaign, but I often had not quite enough power to run all the fun UI elements.

(I also missed the third generator on my first run, so that's kinda interesting.)

(+1)

Thank you for pushing it this far! I really wanted to balance the game between "let the player create his own strategy" and "find the better way to defend against ennemy types". Some constraint but not too much :D