It took a few tries for me to wrap my head around, but I have been having a blast playing it now that I almost know what's going on. I love the ease with which I can change tactics in a few seconds when I realize my plan is going poorly.
Love it- it's surprisingly addictive! But I'd like to see a difficulty/challenge slider, and I feel like I'm not alone in this, since I'm seeing a lot of comments that are saying either "it was too easy" or "AHHH Make the monsters Staaaahp!" Honestly... I'm kinda in the latter camp, but that's not really the point.
Good game for an occasional evening of diversion. I did encounter some bugs, though (besides the alien ones that spawn to kill you :D)
1) The aliens sometimes get stuck inside the spawners and then just sit there.
2) Probably part of (1), but path-finding is flawed, causing things to get stuck. For example, aliens will go after a turret in a mostly straight line and not go around obstacles in the way.
3) As a consequence of (2), players can exploit it by building unfinished turrets in front of finished turrets, and never complete them. Aliens will go after the finished turret, bump in to the unfinished ones, and then just sit/stand there while the finished turret(s) kill them.
I'm having an issue. I just installed this on Linux, more specifically Debian Unstable, x86_64, but with i386 architecture support as well (for Steam and Steam games).
This game launches, and I see a menu screen with an animation of a rocket and with music, and there's a custom mouse pointer. However, clicking on the buttons has no effect. Using cursor keys doesn't seem to do anything either. I have to switch to a console window to close the game.
I bought this game a good while back, but just wanted to say I really like it! Very fun to multitask in. I recorded a full playthrough for anyone interested in seeing it beginning to end without commentary (pretty much taking a straight path to the end):
The only quality of life improvements that would be nice is being able to click on the minimap to move the camera around, and a hotkey for a 5th worker. I did change the 'Shift+Number' unit selection to just be a number which makes it a lot easier.
Feedback: It's a fun game but I have some suggestions. (Maybe for your next game!)
Lots of people have mentioned issues with the key layout. Since we switch character more often than we build, I don't think it makes sense to use Shift when switching character. We could put characters on plain 1,2,3,4, and for building/launching we could use Shift-1,2,3,4 or 7,8,9,0 or letter keys.
Sometimes I wanted to bring the character to the part of the map I am currently looking at (e.g. to meet up with a crew mate). But as soon as I select him, the camera moves to his location! One solution to that might be: Tab always jumps direct to the character's location. But when pressing 1,2,3,4 to select a character, the camera selects the player but doesn't jump to their location. Then I could press 2 and right-click, to bring the character onto the screen. If the key is pressed a second time (when the character is already selected), then the camera can jump to the player (e.g. by pressing 2, 2).
I found the difficultly ramped up a little strongly at first, but then it became too easy. The first three games I died very quickly on levels 2, 3 and 4 respectively. It felt painful to be slaughtered so quickly after landing, and then sent all the way back to the start. (The first level is a bit slow to keep repeating.) Basically I wanted the chance to retry the level. (Funnily you can replay the level, but only if you quit the game before the ship is destroyed!) Some arcade-style games used to allow 2 retries, and I think that could work here.
On my fourth play I understood the game better (and maybe had some luck), and I realised I could go back to earlier levels to stock up, so I slaughtered the creatures and completed the game! Perhaps having easy, medium, difficult modes could make it less painful for beginners, but add extra challenges (and secrets) for players who want to keep coming back.
I found my cannons were a bit weak. If I left them alone, they would quickly get destroyed before I could run across the map to heal them. (So my tactic was to put cannons beside the ship, and keep an engineer at the ship at all times. A bit boring!) Perhaps if the creatures did not attack the cannons (or only did so briefly) then I could be confident to place them anywhere, and they would work more like a tower defence, shooting at creatures as they pass by (and needing only occasional healing).
I was sad at the end, because I thought I could land in the wormhole. I thought I had one more location to play, but no, the game just ended on me! Perhaps make the wormhole look less like the landable planet locations. (E.g. make it larger, and not round. Don't label it like the planets are labeled.)
Anyway it was a cute and fun game to play overall. I enjoyed it. Thanks for making it!
Thanks. I did in the end just swap 1,2,3 with Shift-1, Shift-2, Shift-3. This works fine for me. I use Shift to build/act. I could recommend these as defaults for first time players.
Additional feedback! Sometimes one of my characters gets attacked off-screen while I am focusing on another one. I believe there is an indicator for that (pulsing green border?) but it would be great if it was more visible (perhaps a larger red pulse), and perhaps accompanied by a sound when it first occurs. Usually when I notice, it is too late!
Another thing that might help this is if fights lasted longer. For example, if all the actors do less damage, or all the actors have more health. That would give me time to respond when an attack happens. It would also mean less waiting between waves, because I would still be busy finishing off the previous wave! Obviously this would be a big change, but perhaps an interesting experiment.
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is there a discord ?
It took a few tries for me to wrap my head around, but I have been having a blast playing it now that I almost know what's going on. I love the ease with which I can change tactics in a few seconds when I realize my plan is going poorly.
This game is really good, I would love to see more from you.
Fast and fun game for people who used to play a lot to strategy games but don't have enough time today like me ;)
Love it- it's surprisingly addictive! But I'd like to see a difficulty/challenge slider, and I feel like I'm not alone in this, since I'm seeing a lot of comments that are saying either "it was too easy" or "AHHH Make the monsters Staaaahp!" Honestly... I'm kinda in the latter camp, but that's not really the point.
Good game for an occasional evening of diversion. I did encounter some bugs, though (besides the alien ones that spawn to kill you :D)
1) The aliens sometimes get stuck inside the spawners and then just sit there.
2) Probably part of (1), but path-finding is flawed, causing things to get stuck. For example, aliens will go after a turret in a mostly straight line and not go around obstacles in the way.
3) As a consequence of (2), players can exploit it by building unfinished turrets in front of finished turrets, and never complete them. Aliens will go after the finished turret, bump in to the unfinished ones, and then just sit/stand there while the finished turret(s) kill them.
How do you add more crew members
Hey there,
You can rescue additional units on planets which have a Distress Beacon. Find the escape pod on the planet, and open it using an Engineer.
Hope that helps, you can see more in the how to play video:
thanx
Really nice game
Hope you make more games like this
I'm having an issue. I just installed this on Linux, more specifically Debian Unstable, x86_64, but with i386 architecture support as well (for Steam and Steam games).
This game launches, and I see a menu screen with an animation of a rocket and with music, and there's a custom mouse pointer. However, clicking on the buttons has no effect. Using cursor keys doesn't seem to do anything either. I have to switch to a console window to close the game.
You need to figure out how to launch it out of fullscreen mode, idk how, but that's what causes the issue usually
I bought this game a good while back, but just wanted to say I really like it! Very fun to multitask in. I recorded a full playthrough for anyone interested in seeing it beginning to end without commentary (pretty much taking a straight path to the end):
The only quality of life improvements that would be nice is being able to click on the minimap to move the camera around, and a hotkey for a 5th worker. I did change the 'Shift+Number' unit selection to just be a number which makes it a lot easier.
Good work!
Feedback: It's a fun game but I have some suggestions. (Maybe for your next game!)
Lots of people have mentioned issues with the key layout. Since we switch character more often than we build, I don't think it makes sense to use Shift when switching character. We could put characters on plain 1,2,3,4, and for building/launching we could use Shift-1,2,3,4 or 7,8,9,0 or letter keys.
Sometimes I wanted to bring the character to the part of the map I am currently looking at (e.g. to meet up with a crew mate). But as soon as I select him, the camera moves to his location! One solution to that might be: Tab always jumps direct to the character's location. But when pressing 1,2,3,4 to select a character, the camera selects the player but doesn't jump to their location. Then I could press 2 and right-click, to bring the character onto the screen. If the key is pressed a second time (when the character is already selected), then the camera can jump to the player (e.g. by pressing 2, 2).
I found the difficultly ramped up a little strongly at first, but then it became too easy. The first three games I died very quickly on levels 2, 3 and 4 respectively. It felt painful to be slaughtered so quickly after landing, and then sent all the way back to the start. (The first level is a bit slow to keep repeating.) Basically I wanted the chance to retry the level. (Funnily you can replay the level, but only if you quit the game before the ship is destroyed!) Some arcade-style games used to allow 2 retries, and I think that could work here.
On my fourth play I understood the game better (and maybe had some luck), and I realised I could go back to earlier levels to stock up, so I slaughtered the creatures and completed the game! Perhaps having easy, medium, difficult modes could make it less painful for beginners, but add extra challenges (and secrets) for players who want to keep coming back.
I found my cannons were a bit weak. If I left them alone, they would quickly get destroyed before I could run across the map to heal them. (So my tactic was to put cannons beside the ship, and keep an engineer at the ship at all times. A bit boring!) Perhaps if the creatures did not attack the cannons (or only did so briefly) then I could be confident to place them anywhere, and they would work more like a tower defence, shooting at creatures as they pass by (and needing only occasional healing).
I was sad at the end, because I thought I could land in the wormhole. I thought I had one more location to play, but no, the game just ended on me! Perhaps make the wormhole look less like the landable planet locations. (E.g. make it larger, and not round. Don't label it like the planets are labeled.)
Anyway it was a cute and fun game to play overall. I enjoyed it. Thanks for making it!
Thanks for the feedback!
If you hadn't already found it, it is possible to customize the keybindings from the Options screen in order to change the character selection keys.
Thanks. I did in the end just swap 1,2,3 with Shift-1, Shift-2, Shift-3. This works fine for me. I use Shift to build/act. I could recommend these as defaults for first time players.
Additional feedback! Sometimes one of my characters gets attacked off-screen while I am focusing on another one. I believe there is an indicator for that (pulsing green border?) but it would be great if it was more visible (perhaps a larger red pulse), and perhaps accompanied by a sound when it first occurs. Usually when I notice, it is too late!
Another thing that might help this is if fights lasted longer. For example, if all the actors do less damage, or all the actors have more health. That would give me time to respond when an attack happens. It would also mean less waiting between waves, because I would still be busy finishing off the previous wave! Obviously this would be a big change, but perhaps an interesting experiment.
The game is cool and interesting. I recommend playing. I have one idea for an update. Adding a new turret that deals radius damage.