Hey all! It's launch day. **Starscanner** is formally dwell on the Play Retailer after months of grinding, and I'm equal elements excited and nauseous. Figured that is the second to truly present folks.
**The pitch (quick model):** You're sweeping a scanner throughout deep area on the lookout for bizarre stuff. Generally you discover a chunk of ice. Generally you discover a rogue planet. Generally you discover one thing that in all probability shouldn't exist. You then improve your gear and go discover extra.
**The pitch (longer, as a result of Reddit):** It began as a "what if a Geiger counter was enjoyable" experiment and was a full-on assortment sport. You've received:
**~480 distinctive discoveries** to search out — comets, asteroids, exoplanets, nebulae, alerts, anomalies, and a bunch of stuff I received't spoil. Every one has a hand-written description and its personal artwork.
**Rarity tiers** that truly really feel totally different — pulling a Mythic after 200 scans of nothing hits prefer it ought to
**An vitality system** that isn't predatory — scans price 10, regen one per 30s, and you may improve each side of that equation within the Lab
**Improve tree** with stuff like Amplifier (higher rolls), Sonar (extra discoveries per scan), Attractor (bad-luck safety so that you're not caught pulling commons without end), and Fortune (rarity bias)
**Scan paths** — totally different areas of area have totally different drop swimming pools, so that you're not simply smashing one button
**Squads** — co-op characteristic the place you and your pals contribute vitality to communal alerts and cut up the loot. This was a nightmare to construct however it's the half I'm most pleased with.
**Offline development** — shut the app, come again later, your scanner saved working (inside cause, I'm not making an attempt to make this an idle sport)
**What it's NOT:**
Not pay-to-win. There's a store, there are IAPs, there's an advert right here and there. However each improve is reachable by means of play. I hate gacha mechanics and I refuse to ship one.
Not "completed" within the dead-game sense — I'll be patching, balancing, and including stuff primarily based on what folks truly do with it. I'm a solo dev. The artwork is AI-assisted (I generated after which hand-curated each single a kind of ~480 icons — there's precisely one comet, "Tebbutt," that doesn't have customized artwork as a result of the generator gave up on me, and I feel that's humorous sufficient to go away in). The backend is a separate service dealing with auth and squad sync. The entire shopper is Kotlin/Compose.
**The place to get it:** 🔗 It's free. Give it a attempt, and when you prefer it, a ranking genuinely helps a tiny launch like this greater than you'd suppose.
**What I'd love from you:**
Inform me what you discover first (and the way lengthy it took)
Inform me what feels off — pacing, vitality, improve price, something
Squad up with a buddy and inform me if it truly works at scale
Bug reviews, the weirder the higher
Should you hate one thing, inform me that too. I can take it. Hanging out within the feedback all day. AMA concerning the construct, the gameplay, why I picked Compose over Unity, why squads nearly made me give up, no matter. Cheers, and joyful scanning 🚀
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