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(3 edits) (+1)

Nice! I see what you mean. There are already a few tactical choices you can take right now because stars block torpedoes, and phasers' damage decreases with distance, so in some cases, it can be helpful to move the enterprise and then attack. And, of course, you must do it when phasers are damaged, and a star blocks torpedoes. But in reality, you don't need it so often because Klingons are pretty easy to kill. The truth is your only enemy is time. That's why the 25th Anniversary is slightly better than this one in terms of challenge and balance because I fine-tuned the damage algorithm, made the Klingons less easy to kill, and a few other details. I still have to port the improvements to the PICO8 version.

However, your idea is interesting; I'll see if I can create a spinoff with different battle mechanics. You will be the first to test it ;)

Nice! I will love to check it out when released!
I am using a similar mechanics to make a similar game to Star Trek game but instead of free roaming about the galaxy the player take missions (aka a series of sector encounters). Originally the idea was to be released at last year 7DRL  but I didn't manage to find the time, maybe this year ;-)
But the mechanics could easily work with the original style of gameplay with the player trying to find and kill the enemies before a date.

(+1)

I know, right? Side projects are always difficult to complete :) Let me know when I can test it. I'll let you know when I finish mine.