

I’ve played a lot of EGATrek (video). It’s a member of the Trek family of games, which go back a long way. The game sees you managing your ship (with its crew, subsystems, fuel and ammunition) to exterminate enemy ships which appear in random positions in small 10×10 sectors which make up a larger map.
Defiant Black was built over three or four days at the beginning of a university semester, before classes had started, before there was anybody in the dorms to talk to, and before my internet had been hooked up. The unfortunate name is a combinaton of Defiant Renegade, a barnstorming biplane game I never finished, and ‘black’ as in space. The file went missing for a while and finding it again involved wading through a lot of racially-oriented Google results. The resemblance of the ship to the USS Defiant is a coincidence; the sprite was originally drawn for an easter egg in another of my games, 2elacsy. The USS Defiant is one of my least favourite Star Trek things.
It’s meant as a tactical action adaptation of the Trek games. You’re tasked with defeating every bad guy in the galaxy alone, this is done by exploring planets for goods to trade for weaponry and repairs at starbases. I like some of the ideas here: the game’s damage/repairs system is fun, with systems becoming less effective proportional to the damage they take. Shields and armour serve distinct roles: shields absorb a percentage of damage equivalent to their charge percentage, while armour either absorbs all or none of a hit, with the chance based on how damaged it is. Exploring space is slow, while combat is often fast and extremely brutal, and an encounter lasting a couple of seconds can end with your ship adrift and critically damaged with the surviving crew racing to perform repairs before the oxygen runs out.
But it’s pretty flawed, too. The galaxy map is probably three times as big as it should be, so finishing a campaign is a chore by the end. Permadeath is cool, but not when you’ve spent an hour or two only to die in the last sector, because while everything is procedurally generated it’s just spacey shit floating around in random spots; who cares. There are multiple difficulty levels, but really only the highest should ever be played, so players who try any other level are quickly turned off by the lack of variety. Combat’s confusing, too. The game started out as a submarine sim rather than a spaceship game, and as a result your primary weapons are intended to be consumable missiles and torpedos. There are a number of recharging beam weapons, but your slow ship isn’t nearly agile enough to use them as anything but a ramming attack against capital ships. This is all pretty counter-intuitive to players who expect their workhorse guns to be either the infinite lasers or the most-expensive bombs rather than the cheap little rockets you start out with. Oh, and I accidentally bound the same keyboard command to two different things, because I’m an idiot.
[DOWNLOAD (windows, 4mb)]