Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Just looking at this before jumping in again

-For the UI, perhaps it is just the scale and the curves at corners looking more prominent (mb if so), but what more caught my eye was the exploration and ship icons, they seemed chunkier, as if each individual segment of the drawing was scaled up instead of a solid image icon (as in an artifact of scaling perhaps? Idk, it hit me when I first loaded as merely something was off)
-Personal/Area resources was just slightly irritating when you have the limited and ever dwindling air supply - wanting to use personal air and consume air tanks to refill them and preserve air as long as possible - limited/reducing production rather than current stockpile - releasing a canister to fill the local area? seems like the simplest option although again not the biggest priority - as Air is a very limited resource anyway they'd just be shooting themselves in the foot to waste it
-Message stating you have plenty of rover power to reach the next base as an in universe reason for why it doesn't show initially?
-I wouldn't assume the air tanks were the same bug as events, I did see the comments about that before playing and pretty expressly avoided reloading during play and ended in a stable position
-(Being moved) It's always those little comments which lead to the most interesting paths forward hey? :)
-Yep, absolutely get item pickup is low priority, not that important, just a ticket for down the line
-I think mentioning the environment a few times (like the first loop there, and then a brief mention the next two or so) would already go a long way in that - But, as another idea, you mentioned you were going to be implementing disabled resources? Surely that could fairly easily be relabelled as broken, in a collapsible heading (thinking that might get annoying after a while), issue being you don't want to trick people into thinking there's more there when there isn't (or them dismissing so when there is) - Yeah no think the occasional chat remark in further loops would just be best (First two loops, then fifth loop, tenth loop, 20th loop etc- getting further apart as it's less important) - maybe even just making notes of your surroundings in the downtime you'll always experience

For general in testing- Save states are your friend, even if it's dev only, being able to jump around locations and in different scenarios, or cheats like resources collected instantly or instant action completion

Oh and as for the comment about updates? Talking about so going forward (think it was in the 2.0 devlog), not making any passive remarks about this update clump, can dismiss it but wanted to clear up the confusion

Thanks for developing the game :)