Thanks for the suggestions. I can say that I agree on those points and I'll implement them on next updates:
4 (saves during battles)
5 (propt for save on exit)
10 (undo moves during battles, but not for firing)
12 (docs, I'm going to write a PDF manual)
About other parts of the game. First of all docs are missing, but if you checked the tooltips they actually explain everything. Of course this is not a perfect solution, but for my past games I noticed that MANY people just ignored the manual, and played directly the game, so I had to decide at one point if to delay the release by an extra month, or use tooltips.
I write this because some of your (legit) doubts, like 1-2-3 and 7-8-9 can be solved reading the tooltips. For example you see the alien head in the starsystem, click on it, and in the zooming window you see on Battlefield Type, "Alien Technology". If you move the mouse over there and wait (depedning on the tooltip speed you set in options) you'll see a popup message explaining what it is:
There are alien relics on this starsystem. Capturing it will help us discover a new unique special weapon and unlock the associated ship's blueprint.
And also the fact that your have to press enter several times before building a ship is probably because in the resources screen you didn't put many resources to scientist. If you put many there, you'll see the research is much faster.
However now that I think about it, maybe you played an early version 1.0
, try redownloading the game, since now by default you start with 1 scout and 1 transport design researched, and with them you can already attempt to conquer a starsystem. I've also added a pop-up window explainin that if you choose a galaxy with few starsystem you can't reach them easily.
I definitely understand your problems, and indeed I designed the game mostly for the "hardcore" gamers which are used to play reading only tooltips, or don't need lot of info because they instantly recognize some gameplay mechanics from old games of the past. However I know I need to do more and make the game more understandable even to those like you that maybe didn't play this kind of games before, and in general make the game more accessible to a wider public. But I assure you that many people are playing the game, so the game is playable
Some of your complaint are also design choices. If you start with few starsystem, you'll have less battles to do, but you'll have to reasearch more before you can reach the starsystem nearby. This is similar to Civilization 1-2-3-4 settings, if you play with less adversaries, could pass lot of game turns before you can do a battle.
About the technology, actually there is a sort of tree system, if you click on the "technology required" you can know which ones you need to research. But I have simplified it more, by just letting the player put a "goal technology". Since the game is most combat oriented, you'll probably set as goal technology just the ship blueprints. The computer will take care to research all the past technologies automatically. Again, this is based on the award winning Civilization, where you can set a goal technology and you'll see that even playing that game there are LOT of turn to pass before you reach the wanted tech. Then of course on Civilization you have lot more variety of gameplay, I know I can't compete with such big games
One last thing about your point: 6 is weird. You mean that after saving the game you don't see it in the list ? this could be a problem of permissions of your Mac, the game should create a Supernova2 directory in home (username) and save the games with slot0-1-2-3 etc.