Same strategy and better score at map 2 :DI used the same strategy and got an even better score on Map 2 :D
OmerZahidKara
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I think I found my best deck so far. The red butterflies and the butterfly upgrade let me fight against large groups almost by myself. I focused on getting more archers from the beginning, and whenever I had the chance, I kept upgrading them.
By the end, they were extremely fast and really strong. I also built a tower next to my castle and kept upgrading its health whenever I could.
I probably played most of the game with around 2.5 economy houses on average. Thanks to the upgrades and having enough units, the army I had been building since the early game did a really good job.
This was on the first map. I’m going to try this deck on the other maps too. My final score is 576764 at that game.
Dude, the game is really addictive. You clearly thought everything through in a very consistent way. I managed to create a pretty crowded situation, and there was even villager production from houses.
However, there seems to be something that causes units to run in place sometimes. It is not only friendly units; enemy builders and other units also get stuck like that from time to time. While playing, I had a guess about the reason, but I forgot it.
Also, instead of showing the descriptions by holding right click on the card, it would be more practical if they appeared when hovering the mouse over the card.
The game is honestly both challenging and full of opportunities. I would love to work on something with you someday :D
Hi everyone,
I also added a global leaderboard update to Starlane recently. After this point, my main plan is to add a proper tutorial phase, so new players can understand the game more easily.
Other than that, I probably won’t make many big updates for Starlane for a while. My 3D modeling skills are still limited, so even though I would love to add things like a cosmetic shop and a coin system, that would take a lot of time for me right now.
Instead, I’m planning to start working on a new game and keep Starlane maintained with bug fixes or small improvements when needed.
Thanks a lot to everyone who gave the game a chance and shared feedback. It really helped me improve the UI and understand what worked better.
I played the game for almost 30 minutes and I’m still only at 16%, so it seems like you built a pretty big area. The main idea is really interesting: collecting keys, opening locks, placing the right blocks in the right spots, and switching between day/night modes with Q to get past different hazards. For example, some dangerous tiles are only a problem in one mode, so switching modes at the right time becomes part of the puzzle.
At first, the full block/grid-like atmosphere felt a bit confusing to me. I think the game could be even more enjoyable if the visuals were a bit cleaner and the atmosphere had a stronger identity. But overall, the concept is really good and I respect the amount of work you put into it. Nice job!
Thank you so much! That was exactly my main goal with this update.
The old UI had some parts I liked, but overall it felt a bit inconsistent to me. I wanted the new version to feel more cohesive with the game’s atmosphere, so it’s really helpful to hear that it comes across that way.
I’m glad it makes the game feel more interesting too. Thanks for taking the time to compare both versions!
Thanks a lot! The shield and score really helped the HUD feel better.
About your shop UI, I actually like the old background more. It gives the screen a stronger atmosphere. The new UI is cleaner and easier to read, but the grid background feels a bit too “editor-like” to me.
Maybe the best version would be the new item cards with a more atmospheric background like the old one.
Hi everyone!
I recently released the 1.1.0 update for my mobile arcade space runner, Starlane, and I’d really appreciate some feedback on the new UI and overall visual polish.
For this update, I redesigned the UI from scratch, improved the model colors and overall atmosphere, made enemy hit/destruction animations feel more natural, and fixed a Ghost ability bug related to the rewarded Ghost effect.
This was also my first time gaining serious UI experience during development. My workflow was mainly Figma + GIMP: I used Figma for shapes, icons, layout elements, and glow-style references, then used GIMP for extra polish and adjustments. I did not use AI for the UI assets.
I’ll share two gameplay videos for comparison:
Old version video:
New version video:
Project / store page:
[https://play.google.com/store/apps/details?id=com.voidpath.starlane]
What I’d especially like feedback on:
- Does the new UI feel like a clear improvement over the old one?
- Does it fit the sci-fi arcade runner style better?
- Does the game look more polished and professional now?
- Are there any UI elements that feel too bright, too empty, hard to read, or visually inconsistent?
- Based on the videos, would the new version make you more interested in trying the game?
Sorry about the video FPS — it looks much smoother in the actual game.
Any honest feedback would help a lot. Thanks!
I had fun when I played the game, and after closing it, I actually wanted to play it again. I was curious about the other levels too.
I noticed this the first time I played as well: in the screenshot, one of the harmful mobs got stuck above the black hole in the top-right corner. Sometimes it also feels like they pass over the black holes instead of falling into them.
The first time I played, I focused mostly on dropping the harmful mobs. This time I focused more on collecting the stars, and the game ended faster than I expected. :D
Looks like you need to make more levels for me.
Thanks a lot for the detailed feedback, my friend. This was really helpful.
When I started developing the game, my main principle was to keep the controls simple and use only one main control system. That’s why I split the game into two phases.
I think you assumed that the ship could shoot during the driving phase, and maybe you didn’t reach the combat phase. During the driving phase, you only need to dodge meteors and collect useful pickups. After surviving for a while, the game automatically switches to the combat phase. In that phase, a reticle appears, and when you aim at enemies with it, the ship shoots automatically.
The controls and gameplay were intentionally planned to be simple because I wanted to test this kind of structure. That is also one of the main reasons why the game is vertical. If I had planned more complex controls, I would probably have designed it in landscape mode, especially because of the thumb-covering issue you mentioned.
So maybe you can try to survive a little longer in the driving phase next time. :D
Also, the white button in the middle makes your ship a “ghost ship” for a short time. You can use it during the driving phase, and it lets you pass through meteors. So you can press it when you feel like you are losing control or when you just want to stay safe for a moment.
A few other people also mentioned that I should add a tutorial. I was actually waiting for the last pieces of feedback before deciding, and I think I will definitely add one now. :)
The logo also broke on my own phone, even though it looked normal during testing, so I will fix that too.
I think you are right about the Play Again button as well. I am already redesigning the UI/HUD elements from scratch, and I will keep your suggestion in mind while reworking that screen.
Thanks again, seriously. You even noticed the small details, and this feedback was very useful for me. My current goal is to update the UI elements first, then add a tutorial and a leaderboard later.
Thanks again!
Honestly, in that situation, this would probably be the most natural reaction you’d get. I think you should try adding it before starting a new game. It might not be as hard as you think.
At the very least, you could make a very simple bot that looks at the player and shoots if there’s no obstacle in the way using raycasting. The movement part would be a bit more complex, but I think you could manage it if you work on it :)
Still, it’s up to you. Congrats again!
The game already has some solid basic RTS elements, which is a good start.
The main problem I had was with selecting units and buildings. After creating one soldier from the barracks, I couldn’t select him again, and overall the selection felt a bit unreliable.
I think improving the selection system should be the first priority, because clear and responsive selection is very important for an RTS game. Good luck with the project!
Thanks again for reporting this!
I think I found the possible reason: the game was only available in selected countries on Google Play, and your country may not have been included yet. Which country is your Google account linked to?
I’ve now expanded the availability to all countries/regions. Could you please try opening the Google Play page again when you have a chance? It may take a little time for Google Play to update, but hopefully it should work now.
Thanks a lot for the feedback!
I’m really glad the game reminded you of Galaxy on Fire. That’s a very cool comparison for me, because I also think the game could grow in different directions over time, like more complex stages, progression, upgrades, and maybe different modes.
About the web version: I’m considering making a WebGL build for itch.io so people can try the game directly in the browser. I can’t promise the exact timing yet, but it’s definitely something I want to explore.
Also, thank you for mentioning the Google Play compatibility issue. Pixel 9a and Samsung S21 FE should normally be supported, so I’ll check the Play Console device catalog and my Android build settings to see what is causing the problem.
I'm not sure how you could fix this, but after playing for a while, I started feeling like the whole world was moving upward, and it made me a little dizzy. I think it might be because of the lines constantly moving downward.
I didn't notice any bugs, but overall the game felt quite classic/simple to me. At my age, it’s probably not the type of game I would personally choose to play, but if you keep improving it and find a way to reduce the dizziness issue, I think it could become a decent game.
By the way, I recently released a new Android game too, and I’m trying to gather some feedback on it. If you have time, I’d really appreciate it if you could check it out — you can find it on my profile.
The game's theme is really cute. I enjoyed the general vibe of it. Here are a few initial thoughts: - The sword feels a bit difficult to use. I think the enemy attack range/hitbox and the player's hurtbox feel a little too large or high, so getting close with the sword feels very risky. Slightly reducing them could make melee combat more usable and allow the player to take risks more comfortably. - The shotgun range could maybe be increased a little, since the player moves quite fast. - The stars in the background move with the player, which became a little distracting after a while. - For this type of game, I think it would feel more natural if the character looked in the direction the weapon is aiming. Overall, I would rate it 7/10. Nice work!
A few small suggestions:
At first, I had trouble finding the exit button on some screens. Since it is placed near the bottom middle, it looked a bit like a flag or decoration to me. Maybe placing it in the top-right corner, or using a clearer back/exit arrow inside the screen, would make it easier to understand.
I also think adding a walking animation for the character would be an important improvement. It would make the game feel more alive.
The biggest thing I would suggest is building a stronger action loop: earning money, spending resources, fighting, upgrading, and having something to lose or protect. Right now, the game feels more like a sandbox prototype, but with a clear risk/reward loop, it could start feeling much more like a complete game.
Overall, it’s a cool start and the 16-bit city idea has potential.
Also, I’m working on my own small arcade game too, so I’m also trying to learn from other indie projects and feedback. If you have time, I’d be happy to hear your thoughts on my game as well.