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(+1)

These are going to be in order of pertinence. Although, there's nothing truly game breaking and the demo is solid for a early beta.

Clipping and barriers - there's parts on the ship where you can jump and phase your head through. As well as there's a barrier that stops you from jumping off but it's not 100% secure. Also there was a point where a buoy enemy fell through the floor and shot me from under the map.

Enemies - although I was playing only with 2 people holy mother of GOD there's a lot of enemies. I'm unsure if you can die in this version but if you can the health pool is way too high for your ship. We were sitting there killing ads for like 5 minutes straight (unable to kill them faster than they spawned) and still didn't explode. 

Particles - specifically the dust particles kicked up from your ship make it near impossible to see when doing certain maneuvers. My pilot was reversing and I was trying to shoot backwards and had to aim off the red croshair to get any type of hits 

Optimization and options - it's beta I expect this. But just gotta put it in here that it needs a little more optimization. Options were actually really good but my main gripe is a full-screen mode 

Menus - I thought I had soft locked the game after opening a menu with (E). Doesn't seem intuitive to press (E) again to get out of it. Maybe still keep (E) but add (ESC) as well. 

Reloading - adding a reload button to preemptively replenish your weapons so you don't have to sit there and spam the rest of the weapon out to get it replenished.

UI - I'm not sure exactly what yet but the UI seems off. Maybe because it's too Stagnant, or that there's not a lot on it. But it seems off somehow

To the good stuff - the UI for the steering is amazing. Always know where you're going and how fast. The weapons feel good and satisfying, maybe a bit of tweaking in audio to really give it that umph that they need but design and feel were great. 

Going to try it with a more full crew next but here and now it's got an amazing baseline for where it's going.

Thanks for all the feedback!

Yeah the walls on the ship haven't been a huge priority to fix compared to features, once we made it so you can respawn if you fall off that got deprioritized. By the steam demo we will likely have those walls a little more cleaned up. I'm actually more curious about the buoy that was under the floor - they should set their height based on the terrain, so if you happen to remember where in the map it was, I'd like to look into that further.

I'm very surprised you didn't die - the enemies used to really pound away at you but we recently nerfed the flying ones a lot so they don't overwhelm. If you're pretty good about picking up armor packs though, you can stay alive fairly easily, but the boss can be overwhelming still without a full squad. We'll probably pull down the spawn rate, maybe up the damage a little bit to make them feel more impactful but less overwhelming.

We'll look into that dust particle issue - it shouldn't play them when the ship is reversing (for that exact reason) but I have a feeling it's not syncing the engine setting over multiplayer properly. When you were going forward but shooting enemies behind you, did you feel like the dust was still in the way?

Optimization and balance is going to be a big focus for us since we are pretty much done feature wise (for the demo), so we will try to get things running smoothly. F11 works for making it fullscreen just via windows, but we are working on fleshing out those options so you can set it (and it stays that way) in the saved settings.ini.

Menus - we'll think about this...currently ESC is how you open the pause menu, meaning you wouldn't be able to go into options from those menus unless you double tapped (leave menu > open pause menu). It is intuitive though to hit ESC to leave, so we'll come up with something.

Reload button is a good idea, one we've considered before. It would mean adjusting the controls around a bit since it would be R to reload, meaning upgrades would have to be on something else (F, Q, Z, V...who knows).

UI is something we are still trying to improve, though I imagine you are talking about the ingame UI, which we recently updated, rather than main menu UI (which is our next project). We can see about adding more life to it, maybe some VFX/animations, though that might come as an update post initial steam demo release. If you have specific feedback for it though, we'd be happy to hear it.

Glad you like the steering UI and weapons design! They've definitely gotten a majority of the focus so far. 

With two players, did you manage to beat the boss? Since you mentioned not being able to die in the demo that makes me curious...

Thanks for writing all this up! Looking forward to the feedback with a full crew (if you have more to share!).