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Love the game, the last two levels, though, basically do the format to death. The one ship starts make the beginning very slow and the need to slowly wittle down the enemy planets with you darkening the skies of you enemy (who uses the same lame lines twice!) at the end is dull (can I suggest that once you surround all six tiles of an enemy planet it surrenders to you with one bar of health left? That would speed things up in the end game but make little to no difference to any midgame tactics... as for the start, starting with a planet and fleet rather than just a fleet would go a long way...)

I feel like there is an even better game hiding inside the lacklustre level design. The last two levels are good for training the player to wait or pile in headlong so I'd say these levels may serve as a good tutorial (but that they are a little longwinded, as noted above). If the game wants to really shine it should make use of level design that is unbalanced but also favours neither side (check out all of the FPS games out there that achieve this, that leads to a much more interesting puzzle for the strategists to work out since you already have the tacticians covered with the rock, paper, scissors combat mechanic.)