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(+1)

This feels too frantic to me. I was constantly trying to get a feel for how the individual mechanics work while the whole time just hearing the sound of humans escaping every so often with not much I could do about it. Then by the time I saw what the other items did they were in terrible spots.

Also the battery applying to non-electric objects seems weird.

Thanks for playing and thanks for the feedback!

We purposefully made missing humans only detract 10 credits vs 24/50 for harvesting them, additionally your score can never go below zero , so you should feel pretty comfortable experimenting with different items!

Also, genuinely not sure what you mean by "non-electric" items consuming battery... all items are being deployed by a UFO and would conceivably consume energy to use.

The items I used were the tractor beam, the gravity well, the spring and the board. The tractor beam is continuous and a part of the ship, so it makes sense that it would use the ship's energy the whole time. The gravity is clearly self-sustaining, but it makes sense to need energy to set it up. However, the spring and the board both look like they're just being dropped. How does opening a hatch use more of the ship's energy than just moving around? Also, on a game mechanics level, what is the point to making the placement of automation items use the same resource as the tractor beam to begin with, especially when they're already their own limited resource?

Well, the real reason that the items take up battery is because we didn't want people spamming the "drop spring" button since springs kill on impact. We decided against using individual ammo indicators for each item since we wanted it to be a more streamlined, arcadey experience. But if it helps, just imagine that when you are spawning a spring or a girder the ship is fabricating them with an advanced 3d printer that takes up a lot of energy.