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As a result our core loop is slightly different from most other games - you can lose and it's okay (to a certain degree, you can't lose all the time without consequences) - whereas lots of games in the genre just throw you back to a checkpoint until you pass that blocker.
I'm explaining that ethos because putting you in a position where you have to make a choice about where to defend when two ships attack ties into that part of the loop. If you weren't pushed back, we feel it'd be less interesting with less choice and have less sense of drama.
The trade-off is that players who want to just 100% dominate may feel how you describe. Where we can smooth out things in future is by giving players more strategic choice around those elements, which is something we'll certainly be looking into.
Anyway, I felt it important to give you some insight into our thought-process.
When difficulty settings are added down the line, maybe more scrap could be awarded at lower difficulties to aid the player in ship repair? Or maybe making ship repair cheaper? Not sure if this would cause other issues though, I appreciate that game balance can be tricky.
Sorry, I guess I am not getting the steam notifications on this, but, like, it's not an issue of how hard it is, it's an issue of, I shouldn't take losses if I'm not making mistakes. I'll take "tough but fair" in a game but if you want to sell me on "tough and also unfair" that's a longer reach and maybe a concept you should sell up front so people don't get confused about your game.