Thanks, I'll give it a shot.
Update 2: Played through the entire thing and the only technical issue was a slight bit of audio stutter during one of the cutscenes. All in all a solid game. The tactical games worked pretty well, and have an interesting energy economy thing going on. The AI isn't great, I'm pretty sure I could have won playing either side of most of the encounters, but it's not totally braindead either. The battle against the pirate base was the hardest for me. I lost all of the fighters and a corvette in the fight. The final fight wasn't nearly as bad because the AI was too cautious in the first 4 turns and really only engaged for the last 2. The strategy of letting them come to you so you can use all of your energy attacking and keeping everybody in overlapping anti-missile fields seems pretty strong. The AI's tendency to send units in one or two at a time also makes it pretty easy to defeat. I kind of wonder if it wouldn't be better if the movement energy and the weapons energy were separate?
One thing that I found kinda weird was how if I lost ships in a fight they would be back next time. Doesn't exactly fit the storyline. I assume eventually we'll be upgrading ships and maybe even buying new ones and selecting which ones to deploy in a fight? Maybe the tactical game could even have an option for a ship to emergency warp away, saving it from destruction and letting it keep its upgrades?
Thanks for the feedback.
As you experienced, the battle module is indeed still janky. I still have quite a lot of work on it, but as I have no previous coding knowledge, I'm pretty much a blind dude trying to get from point A to point B without stumbling on too many things on the way, and thus it takes way too much time.
Upgrades, I'm a bit scared to tackle, but unit persistence between fight should be doable.
And the AI... Well I won't lie, it's quite complicated for my smooth brain. I'll see what I can do to make it a bit more punchy.
The porn in this game seems entirely superfluous.
H Scenes were the last thing I included in the game, and I was quite speedy about that.
I wanted romance, but let's be honest, plain VNs with a shoestring budget are a bit hard to sell, so I said screw it and added H scenes, making a poor job out of it. Rewriting them is planned.
As for ironing out other stuff, I don't know if it's my system (might be as I had trouble to even DL the game) but I first launched it there was no fps cap so GPU was blasting at 800 fps and making heat for no reason (both fullscreen, windowed FS and windowed). I did force Vsync with the drivers so it was alright but I guess some people might not know how to do it themselves.
Also during fight, maybe the END button would gain having a more distinctive graphic when held until it activate, looks a bit dull and unresponsive when you only clic it once. Maybe continue the animation for half a second to show that we need to maintain ? Hopefully I had read the thread because I would have thought that it didn't work.
During fight, is it normal to have such a UI ? I play in 4k and font size is set to small.
Here agains, thanks a lot for your feedback. The speed at which the text displays itself is tied to framerate, and Vsynch made it quite slow, so I turned off Vsynch, but didn't limit FPS afterwards. That's indeed something I should do.
Unfortunately, 4k screens with their wide resolution make the UI go bonkers, and as I don't have such a screen, testing it is impossible, so I'd recommend playing in a windowed version for now. 4K compatibility isn't on my priority list.
I think Ethan would gain being introduce earlier as we hear quite a lot from him for almost all the first chapter and only get to see him in the last scene (and also is name is displayed as Lt something not Ethan, a bit confusing). I'd get it if his character was a female, part of the harem, to hook us up for the next release but for a male supporting role it seems a bit weird.
That is subject to change.
Ethan's sprite was supposed to be the Comms ensign (the small one), but then I added another Ensign to have more flexibility in the dialogue, ending up missing a character sprite, so I used the original MGQ method to get cheap NPCs.
But then I had this sprite that I didn't know what to do with, so the current Ethan got created. Problem is that he serves no purpose besides reminding the reader that the other ships exist.
So yeah, the character's existence is not set in stone. (I mean he's barely relevant, so snapping him shouldn't change too much, if that's what I end up doing).
Next :
I'm working on a map to flesh out the universe a bit more.
Get back to writing a couple more scenes to get new content.
Then I'll try to tacke the art problems pointed out by the good people here and also re-write H-scenes.
Add unit persistence, and terrain tiles for the battle system.
Don't know if it will be in this order.
And thanks to the people that dealt with the WD false positive,