Puzzle making is hard; I feel there are just too many possible permutations to attempt to see if the math works out. Maybe there could have been some blank immovable blocks, to prevent us from exploring wrong pathways?
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I am crashing out over the pollen nebula level in the RTS section. This is the worst turret babysitting simulator that I've been subjected to in a long time. Being expected to know a level before you even enter the level coupled with the terrible vine mechanic and how painful the UX generally is, for a real awful time.
As for some faint praise, at least the fractured void is reasonable to clear if you know where the 3 last star constellations are.
Generally a fun mining adventure,
But seriously though, did you playtest your last boss? After some testing I have noticed that the behavior of the true and false final boss is different. For the true final boss I actually managed to get past the first phase and got hit with probably the worst pattern immediately in the second phase.
This game has lots of promise, it is a shame that mission 1 is a literal brick wall in terms of difficulty. Demanding the player to have complete understanding of the enemy AI's movement logic in the first mission is a bit much.
[Edit]: Even after learning the orbiting controls it still feels like luck, as deterministic as it may be, if I even have a chance at beating the first mission.
For the balance of the game, it seems that a mix of anacondas and adders is the best with the Hades being the best hull.
As for features I hope that are included in future builds: setting the default stances on weapons before you enter a skirmish, formations, ordering your ship to turn on the spot, and ordering your ship to move with full forward thrust at all times during a maneuver. There are a number of QoL improvements in the menus that I hope will come as well.





