
A little experimental game about making many choices quickly. Pick from 3 options, then do it again, and again, and again... Make the best out of a bad situation. Do it as quickly as you can because time is the most valuable resource at your disposal.
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Languages: English**languages with full audio support
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Recommended for being unique. A simple premise, but well executed. Let's start by saying this looks great visually, there are a ton of different ships and weapons to pick from with layers of strategy, and it delivers on an interesting gimmick. It's free and has several levels to advance through. It's simplicity is also its downfall as many will probably get bored after a few runs.
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Hours played at review time, across 40 reviews with recorded playtime.
Awesome game that i always love to come back to. I find it relaxing :-D
After a chewy early-game, it picks up once you lean into builds trivializing threats. Recommended for fans of tower-defense base-builders in space. Each level has a boss, and, apart from incremental generic upgrades, nothing but the mothership carries over to the next. There is a motivating "+25% damage modifier" if you lost a level which is the only "roguelike" element. Compared to the old flash games it has better graphics, and similar "riddle-the-UI" orientation-issues. Instead of a space station you get a mothership with upgradeable guns. Customization and feedback is pretty barebones, also lacks choice-automation. If you quit out instead of watching the Ending (an ad to buy their other game), you can keep replaying the last level. Sadly, their last patches broke shield regeneration for the mothership, and dialed-back the mechanic where ship-HP-upgrades spawn additional units. It's been abandoned since.
30 minutes in: "This game is interesting, but could probably never work." 90 minutes in: "OK, it definitely has potential, I wish they would flesh it out." 240 minutes in: "Why do I keep skipping out on AAA games to play this?! OMG, the end boss is so silly." Overall, really enjoyed it. Would pay money for more.
[h1]Before I played Space Choice: Data Analyzer, I had a small pp, no friends, no gf, depression, and no life. These things havent changed, but the game is pretty good[/h1]
Big problem with this game is I am supposed to be analyze my options, but receive no actual information to make any choices. Does short range only reach enemy fighters? How far do medium range ships shoot? How do slow ships compare to fast? Can you hit fighters with only weapons that are anti-fighter? What are large ships and how do I know which ones are large ships? I feel like I am thrown in with no information, and then have to parse the data with no idea what I am doing. Often I just go with Higher number better, but that's not fun. TL;DR - No tutorial made me feel like I am a scientist trying to learn what everything does, rather than being taught how to play a video game.
Simple, but nice simple mechanics of just making a choice after wave after wave. Autobattler in a simple way.
[[description]] It's a challenging, 20-level, tactical and interesting game where you have a mothership that needs defending, and you have a choice of 3 options every 5 seconds, usually ships, sometimes permanent upgrades or field effects (like healing or destroying 15 random ships). The ship choices are randomised, from ship type, to hp/shields; and a second selection is made afterwards, offering 3 choices for weapons. [h1][[review]] [/h1] [h2]GAMEPLAY[/h2] I liked how challenging it was, and how simple it was. [b]All you have to do is make a choice from 3 options.[/b] My choices always felt like they impacted the game, and it was satisfying to make an effective choice and seeing all the "enemy down"s. The first levels were easy and like a tutorial, which was good; and towards the end, I had to retry a couple of times. Including the final battle which was very tough. I also liked that nukes had AOE, and decimated nearby fighters. [h2]VISUALS[/h2] There's usually a lot going on on screen, but doesn't overwhelm the gameplay. There is enough information to understand what I should be doing, like countering point defence, or knowing that there are nukes on the field. ** It must be noted that the large text that shows [u]ship and weapon rarity blocks a lot of what's on screen[/u], and the ship commander's communication screens also did this (though i love that touch). Maybe there's a way to do that another way. ** [h2]AUDIO[/h2] Music fits, but doesn't change. Not bothered, but I think between levels should have something calm. ((I will expand on what you should do between levels)). I LOVED THE SOUND OF MULTIPLE ROCKETS AND LAZERS HITTING TARGETS. B-B-B-B-B-B-B-BOOM! Would love more rapid fire and faster ballistics, but i suppose at scale it's a long distance, so .. yeah its ok. [h2]SUGGESTIONS[/h2] I have a few tweaks that might be cool. [b]Between battle hangar/repair[/b] 1) Instead of the whole level select screen, have your mothership in a hangar or something, with little people repairing it. OOH! What if the mothership retained damage? :O 2) Perhaps on top of choosing permanent upgrades on the field, you choose them in the hangar. Maybe some kind of EXP or points system could be used. I feel like it would be easier to track what you're focusing on. (could be allocated towards repair) 3) A galaxy map, showing paths to the destination. each level has a point, and may have effects, like a nearby supernova, or asteroids. (idea from the game FTL) 4) What if you could unlock things like, the mothership produces fighters regularly, particular ships stay in formation... 5) Just for fun, why not have some actors? Like Red Alert's or Starcraft's cutscenes. Might be superfluous, but i did feel like there was a lack of voices in the game. Anyway, I thought it was really cool. I only saw video 1 at the end, and decided to give advice because you put that there. I WILL do the alt way of viewing the other 2 videos, as i would like to see them asap. All the best.
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