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  #1  
Old November 9th, 2014, 07:20 PM
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Cyberis Cyberis is offline
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Smile Re: General Discussion

Hmm,
I can't let Dubious have all the fun. So here's a couple of thoughts.

First, congratulations, it's a highly addictive game. The wife won't be happy.

Second, it would be helpful to click on the ship icon and have it bring up stats (slots taken, slots available in number and kind).

Third, I really don't understand the mechanics of officers other than ship effects. Maybe the manual will explain that better.

Fourth, When you have tool tips on, it would be helpful to have a tool tip for the four ship stats. I took a while to figure out that they stood for shield, hull, supplies and crew respectively.

Fifth, I never found a crafting interface so I completely missed a dimension of the game.

Sixth, as a fellow programmer (and like most programmers, really wishing I could write games instead of webapps, database stuff, blah, blah) it would be awesome to have a separate thread just for code geeks to talk. I'm amazed that you did all this in just a year and it looks like you did it from scratch. Anyway that OT for this thread and I'd love to discuss it.

I wish I would have known about the game before now and gotten in on it from your kickstarter. This would be one of those games I'd beta test the heck out of.
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  #2  
Old November 9th, 2014, 07:53 PM
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Default Re: General Discussion

BTW,
After playing the demo for 15 hours, I went ahead and pre-ordered the boxed version of the game. I want to play on both Mac and Windows. Is there any plans for a *nix port?
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  #3  
Old November 11th, 2014, 04:28 PM

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Default Re: General Discussion

Bob/ibol -

I binged my way through the demo yesterday, absolutely loved it. You've made a great gem of a game. I've really wanted a space trading/exploration game that allows planetside exploration, but then I found the caves and swooned. Thanks for making the preview available!

Couple of questions/suggestions:

- Being able to beam up the away party seems over-powered, as it heals them completely but I couldn't detect any downside to it. Do you have any plans to balance that, perhaps by making native lifeforms respawn to some extent when you return the away party? That would make a neat risk/reward mechanic: stay and potentially clear the field of enemies but risk death, or beam up but lose "progress" on that planet.

- Being able to shoot doors would be really helpful on shipwrecks, to let the mindworms out so they're not right on top of you if you enter the room.

- A screen showing what slots your ship (and away crew) has available would be helpful for knowing at a glance what's empty or what's full. (I apologize if it's there but I just didn't find it).

I'm really digging the amount of interaction you have here with people playing your game, hope I can rustle up the cash to plop on the full release and be a part of the ongoing conversation!
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