Space Sims/Strategy Games Catch-All

Veloxi wrote:

YESSSSS

Oh my god

That video just blew every Geek circuit I had

Veloxi wrote:

YESSSSS

Haha, I'm not sure which was more hilarious to include: Community or Pigs In Space.

Quintin_Stone wrote:

Haha, I'm not sure which was more hilarious to include: Community or Pigs In Space.

That they're both in there makes me love it that much more.

I ran across a user review of Star Command on the always informative Touch Arcade forum that seemed to address some of the concerns that I had with it. Also, I don't think English is the reviewer's native tongue, so keep that in mind. It's sort of a stream-of-consciousness style review. "cramp your hole" *giggle*

Well so i just beat it.
My first thought was that with the offered game mechanics is was too long.
I beat it so thats a plus, the core gameplay offered is average and its still very far away from what was advertised.
Imho the only thing that actually kept me interested was the great graphics and music.
Without the optical eyecandy i hardly doubt the gameplay itself would create much interest.
Again the gfx are great and whoever did the dead anims deserves some cookies.
So some more feedback.
Since you only play on your ship which does not change at all you practically play the same map over an over. (Layout changes after you beat the game with new ships to choose from)
Anything else is pretty static and sometimes feels repetitive.
Of course the hole user interface has a lot of flaws, which is obvious by all the feedback in the thread about "not getting" the mini games. There is barely any input feedback which is pretty important on a platform that is missing tactile feedback.
Then of course the hole micro managing is completely pointless, because
of a mix technical issues and odd gamedesign decisions.
First and most important your ship is nearly unbreakable. No matter how much damage is inflicted in a battle i have not once seen my ship break.
It does not matter, cramp your hole crew into a gun room and you win. You ship can be ridden with venting holes like swiss cheese and half it can burn, every room destroyed (except the one your in) any you win.
Shoot, wait, shoot, wait, finished.
The odd thing is the more damaged your ship is the more you are actually secure on it.
Fire creates mazes or barricades the enemies need to walk around or through getting damaged.
Hull breaches suck them out right away. The more holes your ship has the better.
The simple AI paired with too simple pathfinding makes enemies avoid fire just to get sucked out of the next breach.
Stay in the room, even if hit get fixed by your tech guys, healed by your docs and defended by your red shirts.
Your Engine is completely broke , 3 holes in the walls and everything burning. But the one cannon still fires.
And of course you don't need to repair anything. Keeping the holes is a plus for the next mission.
Tokens, Evading, Shields all completely pointless if the benefit of doing the "chore" is actually worse than doing nothing
The ship is just functionless stage to modify the minigames.
Just a few conditions here and there to intertwine the functions of the ship
would make a hell of a difference gameplay wise.
Engine broke? - no juice to shoot, no recovering shield, so you need to get out and repair it.
Bridge is kaputt, well you can't fly nowhere, you don't receive messages you have to fix it, whatever.
I won't even start with the controls and geometric overlapping. I mean come one traversing rooms gets worse after upgrading them ? Finding and selecting your crew can become more than tricky.
Well the bottom line is that i'm a bit disappointed because there is potential.
Other games with such flaws would be deleted alot earlier and somehow i fear that we won't see much down the road because on this platform updates have to come quickly and regular to keep peoples attention.
and if the initial rush wears of and the sales went south lacking income often means no update.
no one knows how long the android version will take and then somewhere is the pc version in the pipes and how are there suppose to be ios updates down the road?
having different development branches will be difficult to handle and having different platforms with different content will bother the ones on the "wrong" platform.
imho if you do multiplatform, make it based on the same branch and offer the same content and updates for all platforms.
well lets see how this all works out down the road, wish the devs best of luck.

Veloxi wrote:

YESSSSS

That was AWESOME!

I was surprised at how many of those movies I've seen. Fun little video.

Isn't that vid just the bestest?

In other news, my next installment in my StarDrive review is up.

http://www.spacegamejunkie.com/revie...

I hope y'all enjoy it.

Robear wrote:

I was surprised at how many of those movies I've seen. Fun little video.

Same here. There were also a few that I recognized, despite not having watched them (much).

Makes me miss Farscape. Stupid sci-fi channel (I refuse to call it by its new name).

You'll see. SPACE

IMAGE(http://i.imgur.com/l2W2s.gif)

Veloxi wrote:

IMAGE(http://i.imgur.com/l2W2s.gif)

hee hee

Hey guys, I have a new review up, this time of Strike Suit Infinity!

http://www.spacegamejunkie.com/revie...

I hope y'all enjoy it!

SpyNavy wrote:
Veloxi wrote:

YESSSSS

That was AWESOME!

Oh God that was so good. And I think I've seen all of them too.

I know, such a lovely video.

Squeee, in excelsis.

Ohhhhh, I wasn't sure we could talk about this. I need to really dive into it.

I bought StarDrive. I'd like to say that the purchase was a result of thorough research and careful consideration, but I think it's mostly the fact that the marketing featured a sapient warrior Space Bear with a sword.

Best thing in the game, right there.

davet010 wrote:

Squeee, in excelsis.

I'm getting pretty excited about this...

I just finally got around to playing the beta. OMG, I love the game even more. The pirate stuff is an AMAZING idea. Changes the whole nature of the game, in a good way.

Veloxi wrote:

I just finally got around to playing the beta. OMG, I love the game even more. The pirate stuff is an AMAZING idea. Changes the whole nature of the game, in a good way.

[size=20]DAMN YOU! WALLET! WALLET! COME BACK HERE WALLET![/size]

[size=20][color=blue]NO, YOU DON'T UNDERSTAND ME! I GOTTA BE ME![/color][/size]

[size=20]WALLET! IF YOU WALK OUT THAT DOOR...[/size]

Seriously, having to raid colonies and board and steal ships is AWESOME.

I want to love this, Veloxi. I want to love it so badly.

Help me love it?

Love what, Distant Worlds Shadows?

Veloxi wrote:

Love what, Distant Worlds Shadows?

Distant Worlds in general. Shadows highlights many of the core ideas that I think would make for a perfect space game; there are undeniable moments of genius in what the game can do. My issue as always been that the experience of playing it has had much less interaction and "play" than this; I sit and watch basically nothin happen in response to my actions, making it tough to translate the interface to the universe.

By comparison: in something like MOO, I can research some nifty tech, build some neat ships, expand my empire, and engage in economic management and see the results quickly enough that it feels like I am changing the state of the game. I'm sure that the same exists in DW, but it hasn't ever really unfurled itself enough to allow me to point at the screen and say, "I did that!"

Maybe there's a community Hangout/chat idea here? Years and years ago, I was introduced to strategy games by a friend who sat me down and walked me through a WWII title for a half hour or so. I'm not certain what the modern equivalent would be in terms of medium, but a similar idea could be neat to do within our little space-sim Goodjer group.

Google hangouts work with screen sharing. Vent sessions have been done for other games. Streaming on Twitch.

It's certainly possible.

Veloxi is hosting a Distant Worlds webinar?

LiquidMantis wrote:

Veloxi is hosting a Distant Worlds webinar?

I am suggesting something like this. The poor man has not yet agreed to anything.

TheHipGamer wrote:
Veloxi wrote:

Love what, Distant Worlds Shadows?

Distant Worlds in general. Shadows highlights many of the core ideas that I think would make for a perfect space game; there are undeniable moments of genius in what the game can do. My issue as always been that the experience of playing it has had much less interaction and "play" than this; I sit and watch basically nothin happen in response to my actions, making it tough to translate the interface to the universe.

By comparison: in something like MOO, I can research some nifty tech, build some neat ships, expand my empire, and engage in economic management and see the results quickly enough that it feels like I am changing the state of the game. I'm sure that the same exists in DW, but it hasn't ever really unfurled itself enough to allow me to point at the screen and say, "I did that!"

Maybe there's a community Hangout/chat idea here? Years and years ago, I was introduced to strategy games by a friend who sat me down and walked me through a WWII title for a half hour or so. I'm not certain what the modern equivalent would be in terms of medium, but a similar idea could be neat to do within our little space-sim Goodjer group.

Check through Das24680's Youtube Let's Play's, that's how I got a better idea of what's going on. The best way to think of DW is like a Space Opera that you influence, rather than as an empire that you rule.

TheHipGamer wrote:
LiquidMantis wrote:

Veloxi is hosting a Distant Worlds webinar?

I am suggesting something like this. The poor man has not yet agreed to anything. :)

Not to put him on the spot, but this sounds like a great idea!