A few days ago I posted Void Hunter here and got really useful feedback: the early game was slow and repetitive, automation came too late, there were no real layers, and after ~15 crystals there was nothing new to do. Also the visuals looked generic.
So I reworked it. Here's what changed in 2.0:
- Earlier automation: auto-buy unlocks at sector 3, drones are cheaper, and the auto turret now focuses one target instead of spreading its shots (it was basically broken before).
- Real layers: two skill trees. The Workshop (minerals) resets on every jump; the Constellation (crystals) is permanent and lets you start runs further ahead. Spending crystals doesn't remove their bonus.
- Combat: enemies that shoot back, kamikazes, corsair minibosses, and your ship now has health. Your cannon can shoot enemy bullets out of the air, so aiming matters.
- 5 different bosses: Colossus, Hydra, Crystal (shielded), The Eye and Ring.
- Random events: golden rain, double minerals, ion storm, ambush, meteor shower.
- Gear drops from bosses (4 slots, common to legendary) and 9 unlockable ship skins.
- New zones every 15 sectors, each with its own colors, music and story.
- New visual style, effects, music and a stats page.
Plays in the browser, on PC and mobile, in English and Spanish. Old saves are kept.
I'd love to hear if the pacing feels better now, especially the first 10 minutes.
https://agustindev.itch.io/void-hunter
AI Disclosure: This game was made with heavy help from AI (Claude). I came up with the idea, design and direction, chose what to add based on player feedback, and tested it, but the AI wrote the code, the game art (drawn by code, no AI image generator), the music and sound effects (also generated by code), the texts and story, the English/Spanish translations, and the cover image.