Fallow said:
It was entertaining for a short while, but there was no depth to the gameplay and it quickly became tedious and repetitive.
Largely this.
The most fun part was the progression from cell to space, which you could go through a few times and have some fun.
Once you got to space though, there was a LOT of content... but all of it was as deep as a single sheet of graphene - aka: 1 atom thick.
Overall, I found it far better than most who didn't like it did. I didn't mind the not really realistic evolution, lack of water stage, or cutesy art style.
The lack of depth to the space stage though was a nail in the coffin of the game. For one, it at least needed to simulate an economy of some sort for the trading. As it was, it was completely random as to what the price of everything was, and that made trading just... pathetic.
Combat there wasn't a ton you could do with the style of the game I guess. However having enemies have different weapons other than just "Quick fire laser" and "Always misses missile", and each weapon having a tactical purpose that they would use it for, would be great. Same goes for a lot of your weapons. A lot of them just become obsolete rather quickly.
It also needed some sort of over-arching story or goal for the game in the space stage IMO. Getting to Steve was kind of... slowly... by requiring you to grind for a bunch of badges you really shouldn't have had to [Empire size would have been a better measurement of progress], but once you got to him... Nothing. Get 42 staves of light, and... that's it. Go off and do your own thing.
An interesting thing would be requiring cross-save gameplay in order to achieve the final goal, but it was overall just a let down with little payoff in the end. No story started or ended. You were no further after you'd met Steve than you were before. Nothing had changed. Made any motivation to actually play the space stage hard to come by.
Galactic Adventures also should have been in the base game. The ability to actually do things as a captain was sorely needed.
And the missions really needed work. Helping a race should actually have an affect on them, rather than do nothing. Sometimes it did - when a warrior race asked you to kill their enemies, or you came to defend one of your allies - but by and large it'd be "Find some rare items", and then nothing...
Probably the biggest thing would have been to keep unlocking meaningful abilities as the game went on. Expanding your empire would allow you to research in one area, and you'd get a bonus to research in your chosen archetype's field. Technology you hadn't researched you could trade for, but it became prohibitively expensive the higher up the tech tree you went, and you couldn't buy the tech - just the items.
So warriors would naturally keep unlocking weapons. Start off with your basic laser, move on to missiles, bombs, autocannons, shields - ect. Only, actually give each of them a purpose.
Ecologists would get a lot of terraforming technology, whoever the really peaceful people were would get a lot of social techs, and traders would get production ones.
That would have made the space stage a bit more interesting at least, and given you a reason to keep playing - unlock all the technologies, so you'd be able to do actually cool things - as opposed to a lot of the gear that was in the space stage that did bugger all a lot of the time.
But yeah, overall it was enjoyable at the start, but quickly became just a grind. I still enjoy it sometimes though.