For a deck-building adjacent game (deck-management?) I feel like I have very little control over what I'm dealt, and have no way to line things up. I'm working with what is given to me, and sometimes that leaves me with really good or really bad turns.
Once you've got your victory condition in mind, the other symbols don't do much. If I'm going a science route, you want just barely enough combat and health, and exploration be damned.
If I'm going for a science victory, I don't feel like I can splurge and go for the cool things on the side. Any decision that isn't going straight to the top of the track feels wrong.
Combat units come quickly. Defeating them feels less rewarding than just pinging them so they won't bother you.
I'd like some stats/charts regarding my deck and it's contents. Just some rough things to look over more quickly when making decisions. How many open building spots do I have, what's my average combat per planet, what's the total population of my empire, etc.
Thanks for the feedback!
Having little control over the deck is intended as we want the focus on upgrading and changing the values of cards. We may add a bit more control over it in the future but we don't currently have any plans for it.
As for the different point types, we do want them to be more closely tied together to make sure you need to at least interact with a couple different systems in order to achieve victory. We are working on making some changes to some of the systems and that along with some balance changes will hopefully get us there.
Defense is one of the systems we plan to make some adjustments to and we will take a look at how quickly the ships appear. Let us know if you think of any other changes you think would help.
Some card stats sound like a great idea! I'll take a look at adding some stat displays to the deck/discard viewer.