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I as well just recently purchased this game and am loving it. I have yet to make it all the way to the end (having too much fun trying to unlock the other ships currently).. anyways some thoughts and suggestions to the devs if they peek here.

endless play- ability to have the game keep generating levels after you finish the sixth... maybe have some achievements or item unlocks on reaching 15, 25, 50, 100, 500, 1000.


1. the cargo bay just feels too small in general(only being able to hold 6 items [healkits at 1/2 item space] by default is just so painful in a rogue game) my tweak that I would suggest is making all or most general items 1 slot big, or add 6-10 slots across the board.

2. I'd suggest being able to recycle unwanted items in some way or another. (perhaps some sort of unlock)

3. an idea that i think that would make it interesting if you want to unlock things is being able to unlock stores (including one that would pop up before 1st level starts), and then new things you find/craft have a chance to show up in it randomly. also to go along with this idea it seems that nanite availability tends to be on the slim side which has been really annoying as it prevents one from being able to cycle through new things more often and helps clog up the cargo bay... so i'd suggest have an injection of a certain amount of nanites before each level to help grease that along a bit (doesn't have to be much and can be greater less on harder difficulty levels)

4. going further with the unlocks and the store idea maybe there could be a way to unlock a mode/items that lets you create a custom ship layout (where you can decide on the balance of ammo capacity, item bays, cargo capacity, armor, and possibly even starting items)

5. it'd be nice if there was an item that could add boosting to other vectors (reverse, vertical and horizontal thrusting)

6. More ships!

7. more items with different effects!

8. flares! - a slow moving 100% accurate slow persistant projectile that creates a ton of light - lights dark areas, and overlights light areas (Ie can blind player screens), does 1 damage and uses no resource, and has a slow refire rate (say 1 every 2-5 seconds) but is an integral part of every ship. After hitting something it will stay in that spot for up to 10 seconds. Dunno if it should do recurring damage if it connects with an enemy, but that is a thought tho.

7. special abilities - as the game is currently this is what the booster would be considered, I think it would be nice if there were items that swapped that out for a different ability such as;


- active shielding - it converts a good % of incoming damage into heat, when the bar hits the overheat point the shielding shuts down till it cools down. (also it would apply damage to enemies you bump into while it's active)
- cloaking- it makes the user and AIs have to be closer to you by a certain amount (how far will differ between different types) before they "see/notice" you and to remain engaged. again this causes the heat bar to fill up and once it hits over heat it can't be activated again till it totally cools down
- superweapon; shockwave - using this will cause a shockwave that has a fairly big AOE and good damage to occur from the player's ship. This will also cause the bar to hit full heat instantly and can't be reused till it fully cools down.
- Hologram - creates a copy of you and your current selected weapons that will fight by your side (ammo on copy will be considered full) untill the heat bar hits full heat at which point the copy dissolves and you can't use the ability again until the heat bar is fully cooled down. The copy will only have a small % of your total health
- Turret - Just like Hologram except it just drops a copy of your currently selected primary weapon with unlimited ammo that will sit in the spot you dropped it and shoot at the nearest enemy object until the turret is destroyed or your heat bar hits full heat (again can't be reactivated till it is fully cooled down), at which point he turret will dissolve/blowup (could have it blow up like a bomb).
- superpower; Fusillade - will cause you to generate and fire your currently selected missile very rapidly constantly for 3-6 seconds (this firing cannot be stopped or slowed down once activated till the time runs out, and works even at 0 ammo). causes the heat bar to go to full and can't be used again till the heat bar cools all the way down.

(also for each of these how fast the heat bar fills up and cools down can be vastly different depending on the item)








... if anyone can mod multiplerability into this game that would so rock.
Hello,

first of all, good game! Reminds me of Descent series. I have few ideas that came to me after multiple playthrough:

1. supporting that previous talked idea of having a tree list of the blueprints available when unlocked.

2. a small screen in your HUD showing a rear view would be nice! I hate being targeted from behind and don't even know why suddenly I am dead...if I remember well, it was available on Descent. Could you implement it either from the start or with an upgrade hull blueprint?

3. I have a nice representation of my ship in a globe in my cockpit but serves nothing. Either having some dots showing enemies on the globe (kind of radar. Why not as a blueprint?) or put a rear view there.

4. the HUD is nice but I would like to have a view cleared of anything if I want to, showing only my reticle, guns and ammo and of course my enemy-detecting radar.

5. nanocart is fine but sometimes, yes, like said previously in this thread, nothing is giving me an edge. A 4th choice with "xxx nanites" instead of a perk would be appreciated.

6. Some hull or engine improvments are not worthy of the price. Apache, I think of you. I took it to have a bit more health points (5 more!) for 2500 nanos (or was it 3000?). Well, way to much for 5 more points. And about the engines, it only pays on tier 3, before the price is too high for a very limited gain, like certain hulls.

7. I like having the maze changed every time. However could you make it bigger in some cave section? Once I came in a small cave to face turrets with smart gun, 2 tanks, 3 missile defender and no room to move...I got slaughtered fast.

8. The special room with enemies popping out of nowhere! Well, it is manageable till level 4, after it's very crowdy suddenly... today in the level 5, in a cave section I faced 3 bosses, 2 or 3 flying bombs (and more stuff but died within 2 seconds real time so I didn't see what else was there) and again, no room to move...when at level 5, it is a bit frustrating. Bigger rooms please! Or put less bots in it.

9. supporting a idea in this thread, recycling weapons for nanites would be good. Or merging 2 items to have an improved one would be better in my opinion.

10. ramming... i am baffled by this. You have to save every single life point to make it through and when I ram a enemy I got damaged... I don't see the logic, probably because I am not masochist. Even if I have plenty of repair kit, why ramming into an enemy ? Life point is precious, there is no point in squandering them. Moreover unlocking a ship through 150 ramming, well he can rust to death, no way I would do that.

Anyway, thank you for the game, so much fun with it. And nice soundtrack by the way, I especially like the cello!