Void Crew

Void Crew

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Suggestion: High Stakes mode
Hi!

The game is a wonderful co-op experience! That said, with some experience, you can keep your ship alive for a long time even if you opt to choose the more dangerous missions.

This is fine, but as a co-op game, you can keep a session running only for so long before you have to retire it early because of the clock.

Especially if your teammates have family or need to be up early next morning, you're lucky if you can get 2 hours of playtime in the evening. That's like two bosses or less if you dawdle around and chill a bit between the action, which is, in my opinion, part of the charm.

Unless saving and continuing a run will eventually be an option, a faster high stakes mode would help. Something that can be completed in two hours max but will mostly be cut short anyway because of odds stacked against you.
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[HUTLIHUT] Daniel  [utvecklare] 7 jan @ 4:01 
Ursprungligen skrivet av Shinken:
Hi!

The game is a wonderful co-op experience! That said, with some experience, you can keep your ship alive for a long time even if you opt to choose the more dangerous missions.

...

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
Ursprungligen skrivet av HUTLIHUT Daniel:
Ursprungligen skrivet av Shinken:
Hi!

The game is a wonderful co-op experience! That said, with some experience, you can keep your ship alive for a long time even if you opt to choose the more dangerous missions.

...

...
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!
Senast ändrad av Shinken; 7 jan @ 8:25
Sounds good to me and also lines up with my own experience.
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.
Love the Dev's take.
Ursprungligen skrivet av HUTLIHUT Daniel:
Ursprungligen skrivet av Shinken:
Hi!

The game is a wonderful co-op experience! That said, with some experience, you can keep your ship alive for a long time even if you opt to choose the more dangerous missions.

...

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

Dude, Daniel, a 700 damage gun can be upgraded to 5000 damage. That's a 700% increase. A fire rate of 2 can be upgraded to 12, which is a 600% increase. Both of this can happen on the same gun for a total of 4200% increase in DPS.

This really begs the question, do any of you math? Because your upgrade numbers are totally broken. Nothing in the game can even come remotely close to handling this level of DPS. If you didn't have invulnerability stages on bosses, then my gun simply sneezing on them would wipe them out in literally, one second. As soon as my gun fires, the boss goes into its invulnerability stage.

Look, this can be a fun game, but it's irritating how amateurish your team is. I like the improvements you've made since release, but you've just introduced more issues because you guys seemingly, can't math. And yes, the BRAIN gun is also broken and absolutely needs a nerf.

I suggest talking with someone that knows some math to help your team balance numbers better.
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