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  Extended Edition part 2/2 out on mobile March 17th!
Posted by: AdmiralGeezer - 03-07-2016, 03:40 PM - Replies (12)

https://www.youtube.com/watch?v=P4cSo627OKk

Commanders!

We have now reached the point where the mobile version of Extended Edition part 2/2 is starting to be in order for release! Really delighted to be able to tell you the good news. A lot of work but we are getting there Smile

Enjoy the new trailer above! Update out March 17th on both Android and iOS if everything goes according to plan.

Additions made to previous version:

  • Endless mode for every difficulty level.
  • New music tracks for each race (Except one).
  • 9 new playable ships for the player. (If I remember correctly Smile)
  • Enhanced AI.
  • Fast forward mechanism to speed up game play.
  • At least 1 new turret and 1 new facility, more if we have time!

Let me hear a "woop woop!" or "hype!" if this makes you all excited!

Continue reading..

  Steam workshop support
Posted by: Jonesso - 03-07-2016, 09:37 AM - Replies (1)

Just as it says in the title! let us have steam workshop support and we might even be able to help out with some awesome mods ourself it can potentially add a lot of great content and a lot more fun and replay ability to the game once you have completed everything

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  Impressions of Updated Version
Posted by: Draikan - 03-07-2016, 01:28 AM - Replies (17)

I've been playing both the PC release and the mobile beta. A lot of things have been done really well. But there are many changes I don't really understand. I have a lot of feedback to give, so I'm just going to list all my thoughts here. Some of these may seem like nit picks, but Harbinger is still so close to being amazing, I think it needs to correct these little issues before it can really take off.

-Hull and shield bars should have the same scaling. As they are now they are visually confusing. I can't tell at a glance how much health I have because it changes from ship to ship.

-Repair seems to prioritize capital ships over drones. I was so excited this got fixed. Good job!

-It is still confusing how lasers, death rays, point defense lasers, repair drones, laser drones, shield regen drones, and shield reenergizers all use the same beam color, but repair beams are green. Color coding these could make it way easier to tell what is happening in a battle. Perhaps blue for shield repair, green for hull repair, red for damage? This is an art choice I guess, but I do think we should be able to tell them apart at a glance.

-Vulcan Cannon still shows that the range upgrade affects recharge time but it doesn't.

-Repair beam repair amount upgrade says it increases repair amount by 10 per level, but it is actually 20.

-Many modules don't show all their stats. This makes it hard to decide what to buy or understand how an item works. It also makes it difficult for hardcore players to min/max.

-On mobile you can have up to 8 fighter groups, but the UI can only handle 6. Fighter types should probably be added to the targeting ring.

-Did repair drones get a new model? It's slight, but they look good. I like it.

-The fourth stage is almost always easier than the third. The unknown ships are strong enough I think, but you usually only encounter 1 or 2 at a time. On the third map you can find yourself fighting 4+ ships frequently. This needs to be fixed, it ruins the pacing of the endgame right now.

-Option to toggle off damage numbers would be really nice.

-The new ships are really cool. They aren't quite balanced, but they are still a great addition!

-Why can we only call certain ships for reinforcements? How could this limitation possibly improve the game for the player? It doesn't, it only removes choices. Right now the player LITERALLY CAN'T USE AN ALL GUNS FLEET, unless they take weaker ships like the raven. Why?


The general balance of the game is better, but it is still just weird. There are many items that are bad or have bad upgrades. This is super hard for new players to deal with. For experienced players, it just limits replayability and forces us to use certain fleet types. There are so many cool items in Harbinger that aren't worth using, this is a real shame. I'll list some of my more specific thoughts here.

-Tesla coil is weak, what is it's purpose?

-The Particle Cannon is very expensive but actually has low dps. The trolgar projectile cannon is probably stronger in most cases. It isn't very good, why hasn't this been balanced better?

-The nerf to bolter drones seems to makes sense. Now laser drones can work with bolter drones to take out enemy ships. There is good synergy here.

-I still don't understand the purpose of bolter fighters. What are they good at? If they had an upgrade for hull and were faster/more agile than other drones they would make a perfect escort for keeping bombers alive!

-Bomber behavior isn't great. On paper they are pretty balanced. However, they always approach targets directly instead of setting up an orbit. This means they coast right onto enemy capital ships and get killed by point defense, UGH. They should try to maintain range to stay alive. If they had small thrusters on their front to help maneuver they might hold range better.

-It looks like the shield reenergizer was nerfed. Why did this need a nerf? It was already way weaker than shield repair drones. Where is the balance in this?

-Some of the "super" weapons have great base stats and bad upgrades. The deathray is a perfect example. With no upgrades it is OP. The damage upgrades are too weak to matter, and range just makes it more OP. If you get one of these as a drop, it should be an item that is pretty decent, but has the POTENTIAL to be amazing if you invest in it. Right now, finding a deathray just makes the game easy, and fighting them is too hard because they are always strong.

-I still think the game needs an armor module. It should be slightly weaker than the shield module. This will help to balance out the shield/armor damage.

-Repair beams and shield reenergizers are way weaker than repair drones. Why? This makes it really hard to run a fleet without drones. Don't take that option away from the player.

-The point defense changes are interesting. They do seem to have balanced point defense, but they also made the gatling the strongest for most situations. Where is the choice in this? The player should have point defense options that are all good at different things so they can choose how they want their fleet to work.

-What happened to tractor beams? This was a cool concept that should have been improved. Instead they just turned into lasers that only target fighters.

Continue reading..

  Game crash at start
Posted by: EvanJ - 03-06-2016, 05:30 PM - Replies (1)

I'm on a Mac and every time I start the game it crashes at the Bugbyte sign when you would normally start it up. Then a little box pops up with the title crash but the box is blank. It won't let me shut down the game right away when this happens either. I have no idea whats going on.

Continue reading..

  Bug
Posted by: Glitch - 03-06-2016, 03:04 AM - Replies (9)

Steam version running on a windows 8 machine.

I had completed map 2 and went back to a battlestation I still had an open quest with. I arrived and completed the quest (destroy a ship). I needed more green starts for upgrades so I was trying to buy 17 green stars with ~3500 cash at the battlestation. It wouldn't let me complete the transaction. I didn't have any room in the cargo hold (I didn't think that mattered) so I had an orange package from the previous map so I decided to sell it while buying the green starts and ...

Thread[LWJGL Application,6,main]
java.lang.NullPointerException
fi.bugbyte.framework.screen.q.b(SourceFile:373)
fi.bugbyte.jump.GameState.h(SourceFile:733)
fi.bugbyte.framework.d.render(SourceFile:741)
com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(SourceFile:225)
com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(SourceFile:126)

BTW, Love the game!!! Had it on phone, bought it on Steam w/dlc and gave you guys a great review. Keep up the awesomeness!

Continue reading..

  Feedback on this lovely game (after a day of play and score over 8k)
Posted by: Perq - 03-04-2016, 03:44 PM - No Replies

Hi there!

I just registered to give some fair feedback on the game.

First of all - I love this genre. This is really bad situation that there are very few games like this. My opinion might be biased because of that. Tongue I'm also quite good at video games, and I min/max game very quickly and exploit mechanics as much as possible.

So, here we go:

I enjoy the game quite a bit. The combat system is pretty solid, the turn-based movement in the galaxy map (or whatever it is called Tongue) is a neat idea. There is decent variety of ships to pick from. In other words, the main idea is solid.

BUT... (there goes the problems I have with the game, and some solutions, to pick from to fix it a little bit)

1. I managed to finish the game on Hard difficulty after playing the game for one day. Over 8k score.
Game is too easy. Snow-balling is really easy to do, and once you get enough stuff, there is nothing stopping you from winning. The last fight is the easiest one, in other words. I think this should be the other way around!

There quite a few games that have this weird syndrome, whenever there is some kind of loot/level progression - game is most difficult at the beginning, when you have nothing yet, and gets easier and easier as you go further. In my opinion, the score you get, and how far you get, should be based on how much difficulties you manage to overcome. If the game is hard at the beginning, and easy at the end, you'll ALWAYS get to the end, once you overcome the hard beginning.
And don't get me wrong here - Witcher 3 (!) has the exact same problem. This is something many developers can't quite solve with their progression systems.
Proposed solution: less rewards for clearing sectors (war for survival, and not farming - make decisions to engage enemies worthwhile), more scarcity of resources. Even make ammo cost scrap. Make enemies progressively stronger, punish players not using available mechanics - distress beacons and such... well, such? There lies the second problem...

2. Too few mechanics to worry about.
From tricks you can use in the game, you have like... 1. Distress beacon (while being great mechanic) is the only thing you can do actively. This makes decision makes way too simple, because the only thing you usually have to consider is how to use this beacon.

Another mechanic we have in the game are special areas - blackholes, electric-fields and asteroid belts. They are way too irrelevant and/or forced upon the player.

Proposed solution: I'd say it would be good to make them more of a risk-reward thing, than simply some random occurrence, that has very little impact on the game. (To this moment I have no idea what asteroids do... :V)
Also, there needs to be more of these, with various conditions - you can't leave until you do X, you can't use X type of weapon (you'd have to allow player to know beforehand, so he can prepare himself) and so on.
They need to be way more impactful, probably more rewards for entering such zone, but much greater danger (maybe a shortcut, maybe some better chance for loot, and so on).

3. Ship progression.
While I like the fact that there are different ships in the game, I see no reason to use any other than the very last, other than in being locked. The next ships you unlock are simply better in every way (100 more hull is not a good enough reason to pick the ship, when you are getting 100% more main guns :S). This makes decision process boring (or non existent) - you always pick the biggest ship. There are no builds, there is no trial and errory. Just faceroll (a pleasant one, still).

Proposed solution: Ships should be DIFFERENT - be mounting points, mounting points positions (all ships have similar design, which is too bad. Why not make ships with locked main guns firing angle? Like many frontal guns, but little in the back?), hull/shield proportion (why not make ships with far more hull, but very little shields, and the opposite?). Maybe even let player switch the ship to alien one, with some sort of random event on a map and/or some station?

4. Scoring

You get 1000 points for starting at hard difficulty. You can just die next sector, and you get 1000 points. That is just dumb. Tongue Nothing more to say here. Also, selling your stuff before finishing the game is... kind dumb too.

Proposed solution: Difficulty should be a multiplayer, not a flat score. x1 Easy, x1,5 Normal, 2-3 Hard (or whatever you feel like). This makes far more sense, because you get score for getting further in that difficulty, and not simply a flat amount for starting. Also, stops players from abusing it to unlock ships quickly. (I've done that as soon as I noticed it works like this - I min/max Tongue).
Secondly, scores for leftover scrap should ALWAYS include how much your ships are worth, as if you sold them. This is a bug, imho, a not a big change.

So, yeah, there is my feedback. Please note, that I took time to write this, which means I do care about your game - I'd love to see those changes to be live, because I really want game like this to play. I want you succeed, and I think this is how you can achieve this. :=)
Hope it helps, and good luck!

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