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More issues:

I finally managed to get an idea of how to work with the combine parts interface, and combined some parts. So I went to give the new part a try on a corpus... Of course, changing the design meant scrapping my existing tanks and losing half my experience. Okay, I wanted to improve my army as well as better understand the game, so I went ahead with it.

So I go to back to the build screen to build some tanks... Oh, hey! I cannot build them! I am in the demo mode game, which means--no uranium! I just scrapped my army and lost my experience for something I cannot even access, without any warning?!

Put something in the UI to let us review the build requirements for a design before we commit to it. Especially if it carries some kind of penalty or loss. It wold also be useful to know which parts I can stuff in the trash bin because I cannot use them.

Maybe I'm alone in my thinking, but a demo should inspire a player to upgrade to a paid version, NOT make them 1) feel like they're being held hostage about it--I'll go play something else in that case! And 2) give a player a good idea of what they can expect from the "full" version. If I encounter these kind of issues in a demo, how can I have any confidence that the full version is worth investing in?

Some kind of tutorial or info on he design screens would be helpful. For example, what is a "compatible part?"

Other things that would be nice: A filter to quickly focus on research items available (or filter out those which cannot be further researched)--I seem to spend more and more time scrolling around to find which item I want to, and can, put a tech point in to. While I can see that info when I hover over an item, it would be much nicer and easier to see it all at a glance.

When collapsing in the resource view, a brief summary of the important details would be nice. This is not major, though, the last update already did a lot to improve the UI.

Balance is still a major issue. A lot of things need a lot of metal, yet metal is one of the more limited and scare resources to obtain because (at least the demo version) of the limit of two level 2 mines, and very low production rates overall for them. In the real world, we're surrounded by lots of recoverable metal. In a post-apocalyptic world, I would expect the same. Derelict vehicles, even tanks after battles, unused buildings and equipment/machines/furniture inside them. Being able to scavenge some like with food/water/wood/energy, instead of only being able to mine it, would be a good start--even if limited.

Overall, as it is and the issues above... Once again I have lost interest in the game, and going to go play something else.