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Author Topic: [iOS] Star Command finally releases!  (Read 982 times)
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rittchard
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« on: May 01, 2013, 09:01:52 PM »

TONIGHT!!!! 

This is the FTL-ish Star Trek meets Game Dev Story that's been due out for a long long time.

www.starcommandgame.com
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« Reply #1 on: May 02, 2013, 12:59:54 AM »

This really looks like FTL, except just a slight (huge) upgrade to the ship building component.

So, any thoughts on this so far?
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Victoria Raverna
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« Reply #2 on: May 02, 2013, 08:04:57 AM »

Bought it, first impression is that it is not as fun as FTL and too much micromanage and bad UI design.

For example:
To fire the gun, you need to wait for the gun to be ready then choose when to fire. Same with FTL, but with FTL, you can do autofire. For gun with ammo, you have an extra step that you need to build the ammo first and then collect it (you can stock up a limited amount of them before battle).
To dodge, you need ammo. Which you build by clicking on the room and choose to build ammo. (Two clicks to build, then you need to collect it, so 2 clicks wait then click again to collect). You also have to time your dodge since you have to dodge manually by clicking on the icon.
To fight the boarding troops, you need to micromanage and play like RTS game but you can only control one at a time.

I don't think this is FTL + Game Dev Story. It is more like FTL with some bad RTS element and some bad action element, with bad UI plus too much micromanage.

Avoid this title and wait for FTL for ios.

« Last Edit: May 02, 2013, 09:06:38 AM by Victoria Raverna » Logged
Gratch
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« Reply #3 on: May 02, 2013, 02:20:12 PM »

Yeah, everything I've read points to great ideas hampered by sub-par design.  Heard it's brutally difficult as well.

Think I'll steer clear of this one and just play Epic Astro Story instead.
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« Reply #4 on: May 02, 2013, 02:28:24 PM »

So how long until the mediocre reviews and sales send the developers into full on meltdown mode on the iOS forums?
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Misguided
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« Reply #5 on: May 02, 2013, 03:10:41 PM »

From what I understand (and I haven't played either), this is actually quite different from FTL. This is a story-driven game whereas FTL is more like a rogue in space with random encounters.
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Bullwinkle
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« Reply #6 on: May 02, 2013, 03:18:10 PM »

I'm not sure where you guys are seeing all these negative reviews.  It's got an 80% on both GameRankings and iQi, and they are using totally different reviews at this point.

This was in the works well before FTL and as Misguided said isn't supposed to be the same game at all (although I have seen the comparison come up elsewhere, too).  It may be that playing FTL gets you in the wrong mindset for this. 

FTL is great, and I haven't played this yet, so I don't know how I feel, but from the previews I've read it seems like its meant to be a different animal.
« Last Edit: May 02, 2013, 03:24:39 PM by Bullwinkle » Logged

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wonderpug
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« Reply #7 on: May 02, 2013, 03:23:27 PM »

I've only scratched the surface, but this game seems like it's clearly in the same genre as FTL but it's definitely a different take.  I probably will still like FTL better but this seems like it will also be fun.

Regarding Victoria's issues with the game, my impression is that the micromanagement is an integral part of the gameplay.  Where in FTL you're encouraged to pause the game frequently and issue orders as needed, Star Command is trying to keep things real time and more hectic.  You're supposed to be overwhelmed by all the things you have to do to keep your ship functional and fighting back.

I will agree though that it's extremely clunky only being able to move one crew member at a time when fighting off boarding actions.  It feels like when I dust off Dune 2 and have to remember how to play an RTS without being able to group select.
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farley2k
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« Reply #8 on: May 02, 2013, 08:01:13 PM »

I picked it up and while it isn't blowing me away I am finding it fun.  I know a lot of stuff was dropped during development and I think a lot of people feel a bit cheated because of that with the Kickstarter campaign but I didn't follow any of that.

I wouldn't say it is a game which has blown me away but it certainly isn't bad...yet.
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rittchard
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« Reply #9 on: May 02, 2013, 08:45:32 PM »

Quote from: farley2k on May 02, 2013, 08:01:13 PM

I picked it up and while it isn't blowing me away I am finding it fun.  I know a lot of stuff was dropped during development and I think a lot of people feel a bit cheated because of that with the Kickstarter campaign but I didn't follow any of that.

I think a big problem was just how long the game took to come out after it was Kickstart-ed.  The original release date was summer 2011 IIRC.  At the time it really looked like a great little concept game, especially for fans of Game Dev Story.  From there it looks to me like the developers GRRMartined (that's my new word for when someone buys into their own hype, bites off more than they can chew, and becomes too pretentious and takes way too long to get something done) and couldn't get the game out.

I haven't got to spend much time with it yet, but if the tutorial was any indication, it's not nearly as polished and fun as I'd hoped it would be.
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Lee
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« Reply #10 on: May 03, 2013, 12:00:38 AM »

Only played one game, not impressed, it's not bad, but not rushing to jump into another game either.

It's a hassle to play. Too easy to move someone you don't want to. The ammo thing is annoying, it gets old quick. There isn't much explanation for things either. I hate the firing a gun mechanic, you have to touch the screen when a moving ball is in a circle, but each gun is different and not at all clear in what you need to do. Like the plasma torpedoes weird build up of a bunch of rounds then you can only shoot a few. All in all I found it to be frustrating when things got difficult, which didn't take long.

And the battles can be slow too. It's either sitting waiting for guns to fire or ammo to build up, or constantly trying to deal with invasions while they blow up your ship.
« Last Edit: May 03, 2013, 02:20:50 AM by Lee » Logged
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« Reply #11 on: May 03, 2013, 02:04:35 AM »

Quote from: Lee on May 03, 2013, 12:00:38 AM

Only played one game, not impressed, it's not bad, but not rushing to jump into another game either.

It's a hassle to play. Too easy to move someone you don't want to. The ammo thing is annoying, it gets old quick. There isn't much explanation for things either. I hate the firing a gun mechanic, you have to touch the screen when a moving ball is in a circle, but each gun is different and not at all clear in what you need to do. Like the plasma torpedoes weird build up of a bunch of rounds then you can only shoot a few. All in all I found it to be frustrating when things got difficult, which didn't take long.

And the battles can be slow too. It's either sitting waiting for guns to fire or ammo to build up, or constantly trying to deal with invasions why they blow up your ship.

I changed my mind after reading TA's glowing review...wished I'd saved myself the $3.  Lee's impressions match mine pretty closely.  There's some interesting ideas that totally fall apart due to shoddy execution and controls.  It's simply not very fun.
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« Reply #12 on: May 03, 2013, 07:03:03 PM »

I'm personally enjoying the heck out of the game. I don't know what kind of replay value it has, but for my first run at least, I'm having oh so much fun with it.

Just keep in mind that yes, it's supposed to be frantic paced. There's no pausing and giving orders here.
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raydude
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« Reply #13 on: May 03, 2013, 07:52:35 PM »

Quote from: Destructor on May 03, 2013, 07:03:03 PM

I'm personally enjoying the heck out of the game. I don't know what kind of replay value it has, but for my first run at least, I'm having oh so much fun with it.
Just keep in mind that yes, it's supposed to be frantic paced. There's no pausing and giving orders here.

I like it for the frantic pace as well. I typically zoom in during space battles after hearing and identifying where invaders will start beaming aboard my ship. Then I set up a red-shirt firing line smile
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« Reply #14 on: May 03, 2013, 08:19:33 PM »

I don't know what happened with this post, but Misguided said it better, so read his slywink.
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farley2k
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« Reply #15 on: May 05, 2013, 11:29:58 PM »

Boy this is a wonderful example of a great game botched.  Did they do any player testing?

1. just have the crew automatically build a "token" if assigned to a room.  If there were two things to do so you had to make a thoughtful choice it would be different but basically ask soon as I click on a token I click again to start building another one.  Why wouldn't I?  If they made a it a choice between say building a token and increased accuracy or something like that, then maybe I would choose different but there isn't.  When building a token they can still fire the weapon so why wouldn't I always have them building one?  And if I am always going to have them building one then why not make it automatic?

2. Make damage to walls mean something.  I am not one to "game the system" but I don't repair hull breaches at all anymore.  When not in combat your crew doesn't get sucked out so it is best to leave the holes there so that next time combat starts you have a couple ready made death traps for enemies.


3. Combat is frantic which is fine but then do something different with extra skills.  I never seem to have time to click on a crew person and then a special skill during a fight.  It feels stupid to have at all.  Heck I never even leave my crew members the same class!  After a fight I switch them all to engineers so they can fix the ship then I just randomly assign them back to red shirts, or whatever so I don't even pay attention to their skills.


I think there is a great game here.  I keep wanting to play it but they missed a few things which I just think are obvious.  Maybe some updates will help

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« Reply #16 on: May 05, 2013, 11:42:50 PM »

Yeah, I've been trying to give it the benefit of the doubt, but I have to shift over to join the naysayers. This just isn't fun in its current state.
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Misguided
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« Reply #17 on: May 07, 2013, 08:46:18 PM »

Seen this a few times lately, where a game that looks really cool during development, ends up being full of suck to a greater or lesser degree. I'm looking at you Hell Quest. Having a vision when designing a game is really important, but you have to take a step back sometimes and ask "is this fun?"
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Lee
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« Reply #18 on: May 07, 2013, 09:10:25 PM »

Maybe it's just a few us who don't like it? TouchArcade liked it, 148 Apps like it, Apple made it an editors choice, and it is highly rated. I am starting to think it's just a small group who doesn't like it.
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« Reply #19 on: May 07, 2013, 09:34:45 PM »

Or it could just be a case of the emperor having no clothes. Either way, they really need to tweak some aspects of this game.
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