Good game! Some interface problem.
Reminds me of some other game.. captainforever?
Anyway, the game is fun, well made and the pacing is decent but exploration is kind of slow and limited due to the kill-zones.
Combat is a a fun mix of "stats" and skill, the most annoying weapons ennemy have are the cannons of insta-hit imho; they are weak but doent miss at all.
Played it and beated it on antoher website, not too hard until you reach the end, where the ennemy "commander" out-performs you in every way. I could lose my ship in seconds and take a long while to kill his ship... even when i was doing good before.
The different part are nice, but you made a few mistakes; we MUST look at every single one of them to know what they actually do; two pieces with the same power and shape doesnt always have the same stats!! The balance seem to be either :
-small bonus to stat, plus regen
- big bonus to stat, no regen.
You should make these part have an obvious difference so we KNOW they are different from eachother at a glance.
Another porblem is "power clutter", we can move them on the bar, but its confusing and NOT user-friendly. (gotta drag them off-screen!!) I really dont care to see "ammo" powers at all since they autofire anyway, and having 17 different "boost" is a waste of space.
Waht i want there is simple; allow us to DELETE the "power" from the bar completely, to reduce clutter so i can concentrate on what is important on ONE bar..
Or change it, so they "stack", you got 3 energy, 17 boost, 3 repair. They should take 3 icons with a little number indicating how many are functionnal.
As for balance, lasers (no-miss beams) seem way too good imho. I frankly dont see any drawback in using them. They got range, power and accuracy.
My loadout was 1-2 missile for long range bombardment, 4-5 beams for main killing, 2-3 bullet guns to fill the gaps in my ROF.
The trade window could say somewhere that parts we had , but leave behind in ther are sold.
Im looking foward to see the sequels, it was a fun game.