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(4 edits)

I didn't play it much yet, but i only can say it's a great improvement !

+ No issue so far on Linux, thanks for fixing the build

+ The world map feels much better, and i loved to see i could actually trade with the slavers, or skip an exploration encounter. Nice ! It may also ease the fact of loosing a soldier in action, with more opportunities to get a new one.

+ The movement overlay makes the screen much less confused and it's easier to see everything, the new overlay is much better than individual tile square.

+ The new option to invert drag is fine, it was a small addition but changes a lot my overall pleasure to move around

+ I like the random world mission, like saving presdent's daugther or stoping android rampage

-/+ I like the submarine fuel idea but it may lead to being stuck, and i would hate simply losing a game because of out of fuel. Instead maybe if out of fuel, give reinforcement to target mission, to show the sub is going slower ?

-/+ maybe add a previous or confirm button before moving ? I tried to click around the world map to see what is what, but it's actually moving my sub

- There is a delay when moving the map around with keyboard, could you suppress it ? I want the screen to stop moving immediately when i release the keyboard

- When dragging with mouse, the screen keeps moving until i release the button, instead of the expected stop when i stop moving the mouse

- I'd like to still move the camera during enemy's turn, now with either option to follow action or not, the camera  freezes

- Music is looping fast, it's not a big deal but longer tracks or more of them would be great too

- I still would like to click twice to confirm an action, instead of having to move the mouse the the bottom left corner each time

- I still would like my soldiers to cancel moving when they spot an enemy, instead of spoting and then keep walking to their death

++ I'm happy about where the game is going, keep the good work !

Thanks for the feedback! Especially the camera controls. 

On the fuel topic, I wanted to add some more strategic elements to the menu screens and it seemed the easiest way.  I plan to have some "special encounters" when you run out of fuel. Just as in real life, someone will sense your need and want to take advantage of the situation.  In other words, you will have to give up something of value in order to get more.

Planning to also add a sub "health" meter and some encounters will lead to damage or repair of the sub.