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Hey!
First of all - thanks for those kind words! Making games players enjoy is what gets us devs up in the morning ... well, that and coffee, naturally.
And you are correct. The sessions were never meant to be that long, we have underestimated players. The good news is this is one of our highest priorities for the next update.
We will do some official space log on the subject with more details, but in essence we will be doing two changes:
1. Adding optional mutators - mutators being add-ons to make runs more difficult, but also more rewarding! The exact mutators are not set in stone yet, but one could be that your circuit breakers flip 75% faster, or enemies all have shields!
2. Meta Balancing - The game is a bit too rough in the first few objectives, and doesn't scale relative to the player's power progression, so this is turning a ton of knobs to invert that curve (ie easier to begin with, and scaling faster).
It is still in the works, but our goal is to make shorter session more intense and rewarding - and avoiding the extended grindy sessions.
Does our thoughts and plans align with your thoughts? (Just to make sure I understood you correctly).
Sincerely,
Daniel from Hutlihut Games
Yep! That sounds awesome! Thank you!
Early game, the first few missions when you still have starter weapons all the way until the first boss, that's the hardest part of the run. The first few missions especially. But once you managed to beat your first boss, it'll only get easier from that point forward. A few bosses later and you'll have such an insanely overpowered ship and barely any worthy opponents to throw it against.