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(+2)

Cool take on the loop/task based subgenre of idle games. Some feedback points:

  • Fullscreen doesn't actually make the game fullscreen. It would have been nice to have bigger UI especially for reading the story text. My eyes got a bit tired by the end
  • Some of the piloting sections take a bit long while you don't have anything to do but wait for the next story beat
  • Some of the actions stay while it doesn't make much sense for them to stay. Such as taking water pouches from the workshop while you're long gone in the rover
  • The food/water collection get a bit tedious throughout the piloting section. Although I'm guessing you have already  planned automation for repeated tasks in later stages of the game

Aside from the UI size none of these were that detrimental to the preview demo but would be nice to see those polished out in a final version. I enjoyed the space theming and plot of strange artifacts causing shenanigans. On top of that the story beats are well written. Keep it up!

(+1)
  • UI/Text scaling of some form is definitely on the list to add in. I'm unsure for now what form that'll take, but at worst I'll throw a text size slider in the options.
  • I may try to tweak the timing on the rover sections, but I don't think they can get much shorter without making water drain faster, or nerfing the water pouches. And they're already annoying to keep collecting all the time.
  • Water pouches should disable once you leave in the rover. I've seen a couple people mentioning that, so probably a niche bug I've missed.
  • As previous - the food and water tasks should disable once you leave. You're supposed to have stockpiled all the resources you need (except air) before you leave.

Glad you enjoyed the story and ideas!

(+1)

There's two fullscreen buttons, the blue unity one, and a fairly transparent itch one I think - clicking the unity one should make it proper fullscreen, although it doesn't change much