Thank you so much for your reply ! π This is so important for me !
About the spacewalk gameplay :
- Noted for the difficulty of the spacewalk moment, the colliders of the asteroids and the speed in the asteroid dodging gameplay, I corrected different parameters and I think the experience will be improved. I changed those parameters 100 times during development process as it is hard to find the right balance between hard, easy and entertaining at the same time.
- I completely agree that we should indicate why the player is game over—whether itβs due to running out of oxygen or being hit by an asteroid. Iβve now created two different game-over screens to reflect each situation. Now that you mention it, it seems so obvious! Iβm not sure how I missed it...
About Gameplay change :
- I understand that moving from a story-driven experience to asteroid-dodging gameplay can feel somewhat abrupt in Level 1 Demo Version 1. I think this effect was also intensified by the issues you uncovered (thanks again!), making the challenge feel too intense and the on-screen elements moving too fast.
=> Iβm working on a smoother interaction, and I hope these adjustments will improve the experience in Level 1 Demo Version 2." - This shift from dialogue cutscenes to obstacle-dodging gameplay is intentional—it reflects the theme of venturing from the familiar into the unknown. More story elements and context around the spacewalk will unfold in later levels, especially in the full Mission 1!
Behind the scenes, How I design Open Hatch Game :
I am working on the update !