I think the checkboxes in the options screen are visually confusing. The "checked" state looks like an empty circle which to me says 'a thing which is not filled in but could be'.
When doing the initial load on a new game, the screen locked up for a handful of seconds. The load time didn't seem terrible but it's good to keep the "Loading..." icon moving so the player knows everything is ok.
When I jumped into "conversation" mode with Karbelle in the elevator, the camera jumped through the roof of the elevator before focusing in on Karbelle.
After getting out of the Elevator, the equipment dealer fell a couple feet to the floor upon being loaded. Edit: all characters do this.
The ambient noise is good.
I think most players will expect pause to be 'esc' rather than 'f1'. You seem to bind a lot of controls to the numpad but I'd caution you there because I expect there's a notable amount of potential players that won't have numpads available (I use a 60% keyboard because I find it comfortable).
Is "Mouse 1" RMB? I thought it would be LMB.
Trying out the self-destruct function in the training made me load from an auto-save. That seems unnecessary and annoying in a tutorial.
I can't figure out auto-docking. Edit: Ok wait, do I not have to "dock" with the hyperspace tunnel things? The "f3 dock" comes up on screen which I interpret as me being prompted to dock with it. Edit: wait huh? I do "dock" with it and I can't freefly through it? A bit confusing.
I thought you were going to get rid of the big middle bar in the windscreen when in cockpit view?
The dogfighting feels satisfying and approachable.
Sometimes I can hear the AI voice talking but I can't hear what it's saying? Edit: Oh I just heard "keep an eye open". Is that my character talking? Needs work, it's taking me out of it.
I think it's confusing that my character's text is middle bottom of screen but everyone elses' text is top left.
If I have something targeted can I remove the targeting?
When looking at the guns I have and deciding what to equip, I would love the thing most RPGs have where I can compare the stats of what I have equiped to what I'm considering.
Seems unnecessary for me to need to type in a name for my saves. I think there should be a default name which can be overwritten. Otherwise I'm just going to end up with like 30 variations of "asdffs.unf"
Indoors I think I felt some frame drop. You may want to make an FPS counter available.
The writing is quite good. There's a lot of jargon I don't get but I like it when writers do that. It's how Neuromancer is and it forces you to learn the world.
When I'm having drinks with Belle you should advance the scene once I've exhausted all three dialogue paths. I never turn down a free drink but it's not fun to reread dialogue.
I read five test challenges and didn't get money!!
When I hover "Quests" and "Missions", incorrect tooltips are shown top left.
If different ships are going to re-use models, perhaps palette swap them? I was confused at first what I was looking at.
how do I switch to the new ship I bought?
I went from the customize ship menu to the inventory menu and the two UIs are both being shown at once. Fuck now it's totally bugged out. I think I had inventory up and then I pressed f1, then I clicked the X to close the inventory and now I have a black screen with the cursor in the middle. The autosave is bugged now :(. What the heck, not just the autosave is bugged, my manual save won't work now either.
Thanks for adding the eye adapatation. My impression is that everything's way more visible now compared to the last time.
The controls seem weird to me. For example space toggling the cursor during ship flight, but right click doing the same while walking. Thruster being activated with tab but hypermode with shift. Shouldn't those be reversed since the one useful in combat should be at a more usual finger placement? Same goes for F1 pause menu, the use for escape I've seen so far would make perfect sense when swapped with F1 because all those concern docking.
Being able to walk around is an irrational decision, since you could get away with making it into a visual novel-like format that would cut away lots of work and jankiness. Even all the navigation shortcuts are already there. Making a simulation game is a major pain, huh?
I got the game to glitch out. I accidentally tried to take off to space without starting the first quest. It prompted me with a dialog asking if I'm sure about that. I could only accept the dialog and I didn't find a way to close it so I just went straight to chapter master with it being open. This caused a full black screen with only cursor being visible, and it only rendered for a single frame after full screen toggle.
If there's anything to improve visually so far, I'd say the yellow colors are weird, which is especially visible in the first cutscene, and while trying to dock back into the first planet it's right in your face. It looks like Oblivion-esque fully saturated yellow. I'm not sure if it's something wrong with the color space or it's the individual textures/light.
It was quite hard to select enemy targets this time. It seemed like I had to be really precise with the cursor.
I'll play more later. I know there is lots of interesting stuff to see, but there's lots of... hoops to jump through to see those, and it takes lots of time to fly around to even start doing a mission.
Comments
I think the checkboxes in the options screen are visually confusing. The "checked" state looks like an empty circle which to me says 'a thing which is not filled in but could be'.
When doing the initial load on a new game, the screen locked up for a handful of seconds. The load time didn't seem terrible but it's good to keep the "Loading..." icon moving so the player knows everything is ok.
When I jumped into "conversation" mode with Karbelle in the elevator, the camera jumped through the roof of the elevator before focusing in on Karbelle.
After getting out of the Elevator, the equipment dealer fell a couple feet to the floor upon being loaded. Edit: all characters do this.
The ambient noise is good.
I think most players will expect pause to be 'esc' rather than 'f1'. You seem to bind a lot of controls to the numpad but I'd caution you there because I expect there's a notable amount of potential players that won't have numpads available (I use a 60% keyboard because I find it comfortable).
Is "Mouse 1" RMB? I thought it would be LMB.
Trying out the self-destruct function in the training made me load from an auto-save. That seems unnecessary and annoying in a tutorial.
I can't figure out auto-docking. Edit: Ok wait, do I not have to "dock" with the hyperspace tunnel things? The "f3 dock" comes up on screen which I interpret as me being prompted to dock with it. Edit: wait huh? I do "dock" with it and I can't freefly through it? A bit confusing.
I thought you were going to get rid of the big middle bar in the windscreen when in cockpit view?
The dogfighting feels satisfying and approachable.
Sometimes I can hear the AI voice talking but I can't hear what it's saying? Edit: Oh I just heard "keep an eye open". Is that my character talking? Needs work, it's taking me out of it.
I think it's confusing that my character's text is middle bottom of screen but everyone elses' text is top left.
If I have something targeted can I remove the targeting?
When looking at the guns I have and deciding what to equip, I would love the thing most RPGs have where I can compare the stats of what I have equiped to what I'm considering.
Seems unnecessary for me to need to type in a name for my saves. I think there should be a default name which can be overwritten. Otherwise I'm just going to end up with like 30 variations of "asdffs.unf"
Indoors I think I felt some frame drop. You may want to make an FPS counter available.
The writing is quite good. There's a lot of jargon I don't get but I like it when writers do that. It's how Neuromancer is and it forces you to learn the world.
When I'm having drinks with Belle you should advance the scene once I've exhausted all three dialogue paths. I never turn down a free drink but it's not fun to reread dialogue.
I read five test challenges and didn't get money!!
When I hover "Quests" and "Missions", incorrect tooltips are shown top left.
If different ships are going to re-use models, perhaps palette swap them? I was confused at first what I was looking at.
how do I switch to the new ship I bought?
I went from the customize ship menu to the inventory menu and the two UIs are both being shown at once. Fuck now it's totally bugged out. I think I had inventory up and then I pressed f1, then I clicked the X to close the inventory and now I have a black screen with the cursor in the middle. The autosave is bugged now :(. What the heck, not just the autosave is bugged, my manual save won't work now either.
I think you may have downloaded an old version. Are you using the app to do it? The app fucks up sometimes.
omg I hate the itch app so much
Yeah I just don't even bother with it anymore and download directly from the page.
Thanks for adding the eye adapatation. My impression is that everything's way more visible now compared to the last time.
The controls seem weird to me. For example space toggling the cursor during ship flight, but right click doing the same while walking. Thruster being activated with tab but hypermode with shift. Shouldn't those be reversed since the one useful in combat should be at a more usual finger placement? Same goes for F1 pause menu, the use for escape I've seen so far would make perfect sense when swapped with F1 because all those concern docking.
Being able to walk around is an irrational decision, since you could get away with making it into a visual novel-like format that would cut away lots of work and jankiness. Even all the navigation shortcuts are already there. Making a simulation game is a major pain, huh?
I got the game to glitch out. I accidentally tried to take off to space without starting the first quest. It prompted me with a dialog asking if I'm sure about that. I could only accept the dialog and I didn't find a way to close it so I just went straight to chapter master with it being open. This caused a full black screen with only cursor being visible, and it only rendered for a single frame after full screen toggle.
If there's anything to improve visually so far, I'd say the yellow colors are weird, which is especially visible in the first cutscene, and while trying to dock back into the first planet it's right in your face. It looks like Oblivion-esque fully saturated yellow. I'm not sure if it's something wrong with the color space or it's the individual textures/light.
It was quite hard to select enemy targets this time. It seemed like I had to be really precise with the cursor.
I'll play more later. I know there is lots of interesting stuff to see, but there's lots of... hoops to jump through to see those, and it takes lots of time to fly around to even start doing a mission.
For the dialog, accepting the option closes the dialog.