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(1 edit) (+1)

I like what you´re up to - its a interesting look into the accident! Keep it up, its lovely. =)

Bug etc notes I had during gameplay:


-computer heated up & fans started blowing full-on, I imagine you should look into Unity Profiler and see why its throttling resources so hard and optimize that. Also a fps limiter would be a nice feature, I don't like playing with unlimited fps since it just kills the hardware.
-credits, let it scroll faster if I press a button (usually games do that)
-button clicks in menu could give a little effect before the action initialises, now they feel like the game just stutters for a minute and nothing happens (UX feel is bad)
-Volume sliders, preferably at like 60% volume or something not 100% when the game launches, this one has really harsh sounds with all the emergency bleeps. M for mute was nice but I missed the message on the first time the game started.
-if you want a little "good feel" to moving player camera around, add a little offset to the POV object. So like when you move the camera, the little meter thingie either takes a little to catch up, or moves more faster. As long as its not 100% synchronous with the vision
-guess you noticed but the doors are really small!
-I would place the object title ("Reactor Coolant Drain Tanks Panel") somewhere else than middle of the screen, its a little bit frustrating there.
-the title messages flicker easily, maybe a little cooldown or a fade to them so there´s a smoothness if an target item flickers on and off the target function
-No indicator that you can press mouse and get a description (question mark or a little magnifying glass is the usual thing that games do)
-there´s no button or action for toggling off the description messages quickly, UX feel bad since you want to have control with it
-i walked inside the reactor coolant drain tanks panel, got stuck inside it
-mouse doesnt appear sometimes when going to menu
-Im not sure the bobbing effect is necessary for a game like this? It felt distracting tbh, as it was more about studying the events. I mentally connect bobbing screens with fast-paced shooters.

Thank you for your comprehensive feedback! I'll take note of these and see what I can do to better improve the experience.