Thanks for pointing it out, I have it fixed now for the next update.
Sisyphean Games
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The last update had a lot of changes to the defense system. Enemies no longer spawn with a countdown tied to the slot but instead there is a single timer for the whole system and it spawns in a single new enemy in the first open slot. We also deliberately removed several of the hit to delay effects as it incentivized not killing enemies too much. It sounds like the balance is off though so we might have to lower ship health and/or increase the time it takes for new ships to appear so that there isn't as much pressure to focus on defense.
Thanks for the suggestions!
1) (Edited) - For now bumped the starting number up by 1. I'll have to look at it and evaluate if changing it to the original space mines thing will work for this game. Defense works a bit differently here than it did there.
2) Ah, yeah that does seem rather under-powered now. I'm going to bump the number of points to active crises and also have it give a permanent decay reduction
3) This is already fixed by some changes in the upcoming update. Now the laser will charge up when shooting the same target and do one larger shot all at once.
4) Agreed, that is probably a better idea. Adding it to my list but it might not make it in the next update.
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.
Thanks for the report. I added this to the list. I'll have the tooltips fixed and include info on why the options are disabled if they are unavailable. It is as you said that you don't have enough free spots. It checks and disables the buttons if you don't.
As for redesigning the event that will probably happen when we change how the exploration system works.
Yeah, we are planning to rework Wellness in some way. Having the decay based on the current wellness rather than highest wellness reached is something we are considering but we may want to make more changes as well to how it works. We are also thinking about adding more rewards to wellness as it feels a bit weak at the moment.
Thanks for the report. This is actually part of an even bigger issue that I've been working on fixing that was preventing many of the building effects from activating twice on the same planet. Such as in this example where mental scheduling would properly apply the +1 to each type, but then the second just gets ignored. I think I have this fixed in the next update, fingers crossed.