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(+1)

Agreed, it's still too luck based really. I've been trying to make it less so in every patch since the original and it still is a high priority for the upcoming 1.2 patch too. Of course alongside more content and making the end game more interesting. I'm even considering nudging the numbers a bit so that it'd get more likely to get a "good event" the further you go without any crew members so it would balance it a bit more and make unlucky dead runs less likely.

The angel battles are indeed tough and require some luck too but the prize for success is top tier also. And maybe I should nerf the enemy diplomat a bit so it wouldn't be quite as deadly on a non upgraded diplomat at least. 

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I appreciate the sound response.

I will admit, there is still some calculated skill that I'm not fully taking advantage of with the dice rolls, mainly with the 'unlucky 13' mechanic, so my only real gripe is getting lucky with crew members. I do like the events that rely on choices or risk and reward so the idea of the good events being more likely before you take on crew seems good, I also like the encounter that gives you a choice of two crew members. 

With the enemy crew types, I've only had real issues with Evil Dandy and the Diplomat. I would maybe suggest some of these crew effects only last for a number of turns rather than the entire combat?

Regardless, I have enjoyed discovering and/or figuring out all of the different aspects this game has to offer, even when I am astoundingly unlucky.