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Time: Primary game play is continuous time, or you could call it "tick-based" with one-second ticks if you want to be picky about it, with turn-based combat resolution. Currently, travel between a planet and its moon takes approximately five minutes, interplanetary trips take fifteen to twenty minutes, and combat rounds are ten seconds. I haven't really gotten anyone else's feedback on game pacing, but, based on my personal impressions, I'm considering increasing general travel times, while reducing combat rounds to five seconds.
The best advice I can give is that you think about what you want a play session to look like. If travel time is a few minutes, players are encouraged to start moving, leave a browser tab open, and check back in a while. Nice for office workers. If travel time is measured in hours, people will start a move and return to the game in a few hours. Nice for students and the busy.
Eventually, players will be able to hire NPC psychic savants
As game development continues and player characters become more established in the game world, they will be able to go beyond simple raiding and trading to construct or purchase manufacturing facilities, space stations, or even entire planets.
(In very broad terms, you could describe the new combat system as something like a card game, using 'cards' generated each round based on your character's skills.)
As a player the biggest personal disappointment was the theme, I would love classic space ships without "magic" psi much more. I could accept psi level of Dune's guild navigators, but no more. Purely personal, but feedback is feedback
A quick layout enchancement would be changing link colours to non standard ones (this alone would greatly increase the game gorgeousness).
QuoteEventually, players will be able to hire NPC psychic savants Give a standard, weak one at the start. Do not keep the goodies after later.QuoteAs game development continues and player characters become more established in the game world, they will be able to go beyond simple raiding and trading to construct or purchase manufacturing facilities, space stations, or even entire planets. Why not allowing stations at the beginning?
Or maybe even discarding combat and making stations and economic growth the focus of the game?
Quote(In very broad terms, you could describe the new combat system as something like a card game, using 'cards' generated each round based on your character's skills.) Sounds leghtly and unplayable to me. I have a bad experiences with such systems and would stay away from it...
Register button would be nice This trial-thing is really troublesome (since you can not login again), I think you went far overborad for "quick access", it does not feel like trying if you know yoiur progress will be lost immediately you close the browser...
The ingame interface feels OK and is very intuitive, stick to it.
Map is very needed (could be txt links), just so you click parent/child/sibling and traverse them. EDIT: found it, I suggest making it more visible.
Why there are no price estimate (like "this selling price is high/low/average")? Very few non conosle games use this and it is a real waste since it really helps new players (and it is not unfair advantage since old players know all the prices by heart so it does not matter to them).I do not know where to travel to buy cheap and sell high the initial cargo. You want to have this info spoonfeeded to new players Just one or two recommended routes...
Why not allowing stations at the beginning?
Layout could use some work (I know it's alpha) - for example the left upper sections is currently just a mess and needs to be cleaned, separated, better layouted
What is cumet? I have now access to just a basic web dictionary and it remains silent
XL 5.00 PK 5.00 EK 5.00 TP 5.00 CS 5.00 BK 5.00
XL5.00 PK5.00 EK5.00 TP5.00 CS5.00 BK5.00
This game sounds similar to Pardus but with magic or "psi" it sounds really fun
Link colours still sux, but seen worse
Trading panel needs upgrades, I managed to forget how to buy stuff till last play... Just put more "Buy" buttons next to commodities on more pages.
You might also make the quantity/prices with descriptions. I was able to decipher these, but only after thinking.
I was unable to navigate to desired planet (ended up docking on Earth...) Since it is my second play I consider it a UI flaw. Some "Go to" buttons maybe?
Timers. I loathe these game's cooldowns, so I'm not the target audience,
What is the point in making me wait 2 minutes to dock on some planet?
Do people really play these games?
If you are one working on excel sheet then like 5-10 minute breaks would be more reasonable. I simply can not see the target that would be happy with constant 2 minute play intervals.
Check PiratesGlory, it has similar system but they made instant travel points (regenerated daily) which could be used as alternative to regular time based travel.
Do you mean multiple buy/sell buttons for the same line/order or that more things should be available for sale at a time?
You might also make the quantity/prices with descriptions. I was able to decipher these, but only after thinking.Do you mean a better explanation of the "Best Order" vs. "All Orders" distinction or something else?
QuoteDo you mean multiple buy/sell buttons for the same line/order or that more things should be available for sale at a time? More Buy/Sell buttons, on more pages. Sometimes I see a commodity and don't know where to click (Market) to buy it. There should be an option to buy it without visiting Market (or a buy link that links to market).QuoteYou might also make the quantity/prices with descriptions. I was able to decipher these, but only after thinking.Do you mean a better explanation of the "Best Order" vs. "All Orders" distinction or something else? "Commodity XXX@YYY.YY" sure, I was able to guess what it is, but only after thinking.