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Your feedback is legit, and you presented it well. So I'm not trying to disagree or debate the individual points.
I do notice one thing about people who don't jive with the game. They often compare individual aspects of Salvation Prophecy to AAA games. For example, your strategy critique is totally legit, especially if you're looking for something approaching the depth of a pure strategy game. And I agree, the animations don't compare with AAA shooters from the same period. I did underestimate how often people would take issue with this, and that's my fault as the designer. That being said, there were many people who really liked the game as well.
It was a conscious decision to combine the 3 genres (shooter, space sim, strategy). This is a very hard thing to do. In some ways, it's even harder than making 3 separate games, because of how the different layers of the game need to interact. This adds a lot of both design and technical complexity.
I knew to make this work, each of these 3 genre elements would need to be pretty simple. Whether people are ok with this (and still found it fun) is probably one of the most significant factors separating the people who liked the game from those who didn't.
One of the very few other games that combined genres like Salvation Prophecy is EA's Spore. Which had the biggest studio in the world (EA), one of the best designers in the world (Will Wright), and still went over budget and was delayed. I think it took them 8 years to make it. With easily way over 100x the budget I had. Even still, each of Spore's multiple genres were quite simple, and actually interacted less than they do in Salvation Prophecy. I just mention this to reinforce that these kind of games are very hard to make, and they never work out as perfect and polished as a single-genre game.
So yeah, there's no doubt that if I'd just made a pure shooter, it would have been a way better shooter than the shooter in Salvation Prophecy. Same if it had been a pure space sim. Or a pure strategy game. It's a legitimate question of whether I just simply tried to do too much in Salvation Prophecy. And perhaps I should have focused on one particular aspect instead. That would have created a more polished experience, less susceptible to legitimate criticism. But then, it wouldn't have matched the vision I was trying to attain. I've said before, Salvation Prophecy's greatest strength (the interleaved genres) is also is biggest weakness.
In the end, I'm proud of the game. I took a lot of big risks. I learned a lot by making it. And a big part of that is reading feedback like yours, Shaggy, as well as others who reviewed the game more favorably.
You should be proud. You took a new practically untried concept and made a workable and interesting game out of it. So please don't consider my review as completely unfavourable; there were as many positives as negatives. In some ways, the scope of the game reminds me of Star Citizen. It would have been interesting to see what could have been delivered in Salvation Prophecy for $100m! Actually, it will be interesting to see what they can deliver for that...