Thanks for playing and leaving a feedback. And sorry for the late answer, I neglected this comment section a bit. Nevertheless your points were heard and should be fixed or at least improved by now with the latest update. There is proper weapon swapping and no unintentional module deleting any more. And there is only ever 1 round of rewards. But we have a shop after the rewards now :)
a_marks
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Hi, thanks for your sounds! I used a few in The Last Mission, an autobattler/tower defense in space. Cheers!
Hi, thanks for your sounds! I used a few in The Last Mission, an autobattler/tower defense in space. Cheers!
Hi, thanks for your sounds! I used a few in The Last Mission, an autobattler/tower defense in space. Cheers!
Hi, thanks for your music! I'm using it in The Last Mission, an autobattler/tower defense in space. Cheers!
Hi, thank you very much for your feedback. I tried to recreate all points and I think I understand all of them. Some could already be fixed. Some will need a bit more work. Balancing in general did not get a lot of attention yet. That will be a big part coming up. I'll try to update when I found a working beginning for all or at least a few characters.
The difference in damage probably comes from the damage type modifiers, that are not explained. The damage is modified when hitting hull, armor or shield. While kinetic damage is more effective against shield, its less effective against hull. Energy damage is more effective against armor, not so against shield. And explosive damage is more effective against hull and less against armor. I'll try to find a way to make this clear. I need to explain some other values too. Therefore I'm working on a little tooltip system to allow for some short explanations of the values on mouse-over.
