Voidship: The Long Journey

Voidship: The Long Journey

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ShaggyMoose Jan 22, 2021 @ 10:46pm
Questions and feedback
Played the game non-stop for 3 hours on the first go, so that is positive! For me its a perfect mix of random events (e.g. FTL) and story-based progression and the crew/officer angle with limited lifespans is a neat concept.
  • Are resources auto-collected at the end of a battle? If not, is there a reason for this? As far as I can tell they have no purpose during a battle so there is no tactical reason to pick them up until the end, then its just annoying busywork.
  • Is the maximum ship size 25 throughout the game? I find that a large portion of my ship ends up being engines and as you get more and more mandatory modules it keeps getting slower and less dangerous... That being said, I don't have a lot of technologies unlocked so potentially I can replace some of these with more advanced modules later?
  • Do technologies/blueprints carry over between games?
  • I like the fact that the game has two control schemes, but this together with the two clear flavours of weapons I have encountered (ballistic vs. hitscan) basically forces you to pick one approach and stick with it. Mixing the weapon types means that neither control scheme really works well and 50% of your weapons are missing at any given time unless you are on top of the opponent.
  • As has been noted in other threads, the combination of a locked 30 FPS and WASD rotation feels terribly laggy.
  • There is a minor typo in "tactical library" dialogue; missing space in "aswell".
Originally posted by Cydonian Games:
As you know I already replied to you on discord for all of these and we had a nice discussion. But will repost the bits that were in direct reply to these points here for anyone else who ends up here to read it! :)

- The standard resource you use to build something gets autocollected at the end of each battle. No worries on that, don't have to go around looking for it. But, there are sometimes much rarer tech and crew drops in the battlefield (green and blue colored instead of gold), these you have to actually find and pick up before closing the battle. They are always generated by enemy ships that get destroyed though so they aren't going to be in random places in the middle of the map. Just keep an eye out when you've just blown an enemy up that you don't miss a spark of blue in the debry.

I felt like this is a fair way of doing it. No pointless busywork for the standard resource. But the much rarer drops are something you get rewarded for if you pay attention in battle. But you can give your own opinions on this now that you know the whole story.

- Yup, 25 modules is maximum. I should make it moddable though so you can go higher if you want in the next update. I can't just fully go bigger though because then I'd have to retest and balance the whole game and I'm working on #voidspeed-discussion now and do not have that time sadly.

You will unlock upgraded engines though + theres another way of getting around that you can unlock. Both ensure that when used the ratio of engines to other stuff should stay pretty ok in the end (unless you want to be a super speedboat even once you get to doom start ship scale of course).

- Nope, techs don't carry over. For Voidship 2 (or if I really get enough money and time from Voidspeed for another Voidship update) I've wanted to get some small very specific carryover, but currently it all resets.

- I think current control modes work and there's a few combos you can end up at, but yes, there's definitely room here for improvement. I've filed/am filing all stuff like this away for when I get to Voidship 2. The main engine of the game would be the same, but I'd add all these new details and extra weapon control modes we've discussed.

- Ah, understandable. I'd make Voidship 2 in 60 fps/120 fps of course. Sadly I can't change this anymore though for this one. But there's an option in the options screen to turn off camera rotation for WASD control mode. That might help.

- Good catch!

Thanks again!
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The author of this thread has indicated that this post answers the original topic.
Cydonian Games  [developer] Jan 25, 2021 @ 7:05am 
As you know I already replied to you on discord for all of these and we had a nice discussion. But will repost the bits that were in direct reply to these points here for anyone else who ends up here to read it! :)

- The standard resource you use to build something gets autocollected at the end of each battle. No worries on that, don't have to go around looking for it. But, there are sometimes much rarer tech and crew drops in the battlefield (green and blue colored instead of gold), these you have to actually find and pick up before closing the battle. They are always generated by enemy ships that get destroyed though so they aren't going to be in random places in the middle of the map. Just keep an eye out when you've just blown an enemy up that you don't miss a spark of blue in the debry.

I felt like this is a fair way of doing it. No pointless busywork for the standard resource. But the much rarer drops are something you get rewarded for if you pay attention in battle. But you can give your own opinions on this now that you know the whole story.

- Yup, 25 modules is maximum. I should make it moddable though so you can go higher if you want in the next update. I can't just fully go bigger though because then I'd have to retest and balance the whole game and I'm working on #voidspeed-discussion now and do not have that time sadly.

You will unlock upgraded engines though + theres another way of getting around that you can unlock. Both ensure that when used the ratio of engines to other stuff should stay pretty ok in the end (unless you want to be a super speedboat even once you get to doom start ship scale of course).

- Nope, techs don't carry over. For Voidship 2 (or if I really get enough money and time from Voidspeed for another Voidship update) I've wanted to get some small very specific carryover, but currently it all resets.

- I think current control modes work and there's a few combos you can end up at, but yes, there's definitely room here for improvement. I've filed/am filing all stuff like this away for when I get to Voidship 2. The main engine of the game would be the same, but I'd add all these new details and extra weapon control modes we've discussed.

- Ah, understandable. I'd make Voidship 2 in 60 fps/120 fps of course. Sadly I can't change this anymore though for this one. But there's an option in the options screen to turn off camera rotation for WASD control mode. That might help.

- Good catch!

Thanks again!
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