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llopness

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A member registered May 09, 2018

Recent community posts

I hadn't realized they were supposed to be the same ships,  which makes sense as to why it doesn't cost too much to surrender.
I meant to mention before.  it seems like it'd be nice to be able to turn off modules.  but I realize that taking on modules is similar to the cards of the original.

(1 edit)

I played through and here are some thoughts.
An even faster combat speed would be nice for a lot of the early battles where neither party has quite enough to get through shields.  
There's some aspects that are not obvious: ship efficiency?
Combat seems to be fairly high risk for low reward, and trading seems the only feasible  win condition.   perhaps being able to salvage undamaged ship parts, or higher payout for less damaged foes.
perhaps double clicking for purchasing and selling goods.  drag and drop gets annoying as you clear out the ship or the outpost.

Love the classic RtR.  just getting started with this one.  I realize it's an aesthtic choice, but I find the Vsync static annoying.  I find the gui for space stations a bit confusing.  I accidentally sold my cargo bay and lost all the cargo.

I think I've been everywhere but only managed to find 7 candles.

the new update adds a lot of challenge.  I've had this come up a couple times and can't get past it.

Just had this happen as well.  You can't die, if you can't move.

MRL comments · Replied to ahne in MRL comments

Seems like you fixed the invisible mechs as well?  though had a new bug of the weapon a mech dropped not displaying, using the cursor.

Is there not a log entry for commiting genocide?  seems like there should be. /s

It's been great fun.  thank you.

MRL comments · Replied to ahne in MRL comments
(1 edit)

froze at 3083.  also the rocket doesn't appear to do anything.  but have definitely enjoyed the game. thank you.

MRL comments · Replied to ahne in MRL comments

I think it was in the high 3000 range.  I had taken a screen cap but saved it to my clipboard and couldn't get it to paste on itch. 
I would have the energy/shield work the other way around, so it reserves energy FOR shields and prevents lower priority weapons firing if they would exceed that. 
When looking at dropped weapons it'd be nice to see if they have an armor bonus, instead of picking up everything to see if it does.
It'd be nice if the invisible mechs were visible after their dead, instead of having to scroll around find them with the mouse.

game started getting slower towards the end.   then eventually froze.
didn't get to the rocket but I had fun.

double or maybe triple clicked "leave"

and I broke it

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Did you rebalance it?  It seems like after your comment I suddenly saw fusion reactors, advanced nav, weapons and plating much more, but never got another red shirt again.  
couple bugs:  enemies  missiles get recycled after use, but their fusion reactors don't seem to do so.
repair creates a phantom card in the hand that can't be seen.

(1 edit)

I've played this an undue amount.  I'm fairly certain a lot of dumb luck is required to win v1.2.  Are the higher tier cards incredibly rare or unobtainable?(fusion reactor advanced weapons & nav)

thanks, I just finished the game before seeing this. 
Part of my problem with the energy economy might have been that I didn't realize every card uses energy not just energy being used every turn.   Which I guess is necessary, since otherwise you could just constantly move around for free by using "free your mind" and "flash".

I really like this; however I feel like the energy economy  doesn't work well.
With no indication of which direction the stairs lie, you have to explore methodically.  If you happen to explore a dead end, the probability of dying on your way back is incredibly high.

I've spent longer than I care to admit playing this, but I think I can stop on a high note.
aqueducts - last turn

some how managed to break the game.  it would let me brew a potion but could not move or throw another potion.

hard to start at it,  but by level 10 it's more fun.  I'm using itch on linux(ubuntu) and have an issue where the stats are all jumbled.  I like how as some stats go down you have to modify strategy.    

I'm incredibly annoyed by the ceiling at which the rockets turn off.  it seems everytime I fly my robot to godzilla it crashed into the ground just as it starts to tally my score.

would love to see an arcade style/ survival mode.

only other thing I can suggest might be some way to save(rogue style of course)  just because the end game can be rather long.

fast forward definitely makes the enemies come faster more so than the towers fire.  

playing again and I don't think I'm "further along" build wise,  but with fast forward off it seems that the enemies are defeated much more handily.

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did this get "harder" with the new release?   or perhaps the light tower multiplier isnt working?  

almost rage quit when a 2x2 square of IV towers turned into a V tower with my ftift IV tower already waiting to make a VI tower.  Is that supposed to happen?   Also get's tedious and kinda boring at the upper levels.  reminds me of 2048 as you're trying to get level VI and VII towers and tyrying to manage massive clutter.  decided I was done at 200 and it took a concerted effort to rearrange towers to lose.perhaps some expensive way to change abilities say 200 gold to swap out one ability for another?  also selling off towers would be too convenient.