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Was reminded of Neo Scavanger's combat system and an RPS article on it when was reading this. The game limits the combat to text without telling the player the hard numbers of what actions do, and the lethality makes it better to avoid often. I like your approach of focusing on visual indicators and player intuition over number crunch.

https://www.rockpapershotgun.com/best-combat-2014-neo-scavenger

Do the ships turn over time when changing course, like have a curved arc or is it straight forward for simplification?

(+1)

Thank you for the link. I didn’t know that game. The idea is to stick to the representation of a physical map, where trajectories are always straight. Keep in mind that a turn is 10 minutes, so at the scale of the map, a trajectory covers several kilometers, so even a course change would only show a tiny arc over a fraction of the entire line, which would be straight for the most part.