Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Thanks a lot for this, very useful. We should address most of these in future updates but some quick comments for now:

  • The AI is at a level where it can now evaluate moves and the different personalities can then act on these evaluations differently. We've barely started tweaking the scoring algorithms or how different AIs will act on the scores however so at the moment it is still very much random. Since the game is quite complex with hidden information and elements of bluffing making the AI competitive will always be the biggest challenge we god but it will definitely end up much stronger than what is currently there.
  • Story is coming for the other characters as well, this along with the AI improvements are the main areas we're working on before release.
  • The release version will have all new music tracks for each of the AIs plus an extra track for main screen and menus. All the work of super talented Simon Heath from Cryo Chamber (http://cryochamber.bandcamp.com/album/signals-i-ii...).
  • Customisable fleets will be an option when playing online games, initially you'll be able to select from a set of pre-configured setups but we'll be adding a fully customisable option as well.

We'll go over the controls and see what can be imnproved there too. You should be able to select what ship to retreat after a combo attack already though, unless there is only one valid option in which case it is automatic. If you come across any situations where the computer is choosing for you when it shouldn't please take a screenshot and post here or email it so we can have a look!

Thanks!

Nils