Version 1.3 is here!


Thanks to feedback from the community, I made a few important updates for version 1.3.
First, screen resolutions....

I designed the game to run at 1280x1024. Everything was designed with this resolution in mind. I had no particular reason for this resolution other than nit was a common aspect ratio. It took some research and fiddling with views in the main game room before I figured out that 1280x720 was a better resolution. This was the magic resolution that worked on my main workstation computer and my laptop. My goal was to get the HUD dashboard that has all your ship stats to appear on both my computers with the same resolution. Hopefully this works on other computers but I still don't know how to make the game adapt dynamically to any monitor `\_()_/'

Big shout out to MGC_Vlad for playing the game

There was a lot of things I overlooked as the developer who had all the information that a new player doesn't. I also made an audio and text notification  when your ship's weapon energy is out. This way a new player knows why their primary weapon won't fire. I also added this information to the game's main page as well as the README file. 

I'm still looking for feedback and play testers to iron out issues. Watching MGC_Vlad's video review made me realize how in the weeds I am as a developer. I need players that don't have the knowledge of the game I have as the developer to tell/show me what doesn't work. This game in particular needs careful balancing. The game is supposed to be very challenging. There is no behind-the-scene tricks game developers typically use to give the illusion that you are all-powerful. There is no unit-slotting, or enemy AI going easy on you. The game is designed to be unforgiving. This forces you to pull out the stops as you strategize and try new tactics to win.

The greatest senses of accomplishment I have had as a gamer have come from games that truly challenge you with realism such as survival modes, hardcore modes, etc. When you can't save the game during missions and lose everything when you die, it forces you to dig deep and re-think your strategy. It adds another layer of tactical planning that is fun and ultimately more rewarding. I wanted to make a game that shares this feeling with players. But there is a fine line between challenge and frustration. That's why I need testers to help achieve this balance. 

Let's save the galaxy together!

Files

Omega_Protocol_Sole_Defender_v1.3.zip 102 MB
Aug 18, 2020

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