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The work we're starting in on now is basically all the handholding we should've had a year ago. Quests, tutorials, etc. The icons above your head are more indicators than prompts, Burger is just hunger, the save icon is just indicating that it's saving the game, you'll see the same with the health bar. As for controls, it's not a movement shooter, but it shouldn't necessarily be floaty, and definitely aimed at mouse and keyboard, is the game running at a stable frame rate? Also, thanks for the feedback!

my framerate is stable, but she seems to take fairly wide turns when i try to walk around, leading to me walking off of things constantly and falling into the water in areas like the little oil rig starting area. it's not a horrific problem, just kind of annoying. it would be nice imo if she made slightly snappier movements when moving around; driving and swimming is ESPECIALLY floaty and kind of hellish to try and control. thanks for telling me about the icons! but i still dont really get how the hunger is indicated. does the burger like... disappear as you get hungrier? as-is it kind of just seems to randomly appear on screen and not tell me anything. i like the minimalist ui approach for the game, but things like this makes me think there should be two modes for the ui- one where it has the icons above your head, and one where it has bars on the ui screen. maybe next to the compass? and that way players can pick which one they want to use. also, imo, i think the save icon should just be entirely moved and put in the corner of the screen like a normal save indicator. the save icon popping up with the rest of the character ui is unclear, confusing, and intrusive considering how often it appears and how big of an icon it is.

im also not sure if this is an issue anywhere else in the game but when you interact with the ping pong paddle in your ship, your character's skin color turns into the default skin color. i have my character with dark skin so suddenly becoming white was a little startling. lol

That's a oversight! Thanks!

(+1)

OK, how about this? A bookshelf in the ship, It could serve as both lore books and instructions on different parts of the game. I think that'd keep our "go figure shit out" approach but still give info!

that's a cute idea! it would probably be obvious enough just from looking around the ship, but if you want it to be very clear it's there i would say have the mechanic at the very beginning be like "oh, by the way, i put a few books in your ship telling you how to work things if you need some help." or yknow, something similar. but i think it would probably be fine just letting players find it themselves

also, i think there should be a quest log of some sort, probably in the TAB menu- im not particularly sure why there's a hand above my head pointing to a section of water between two rocks with nothing there, so it would be nice to know what im meant to be doing

and one more probably annoying nitpick, lol- the moans arent very good, and it's a little distracting

When is it doing that? Also, yeah, it's need to reference it some way initially, I like that

i just kind of been boating around (which, by the way, boat is nearly impossible to control- i think it would help if you could rotate the boat while not moving) because the hand is broken, but you know those two big black rocks  near the spawn area? the short one has a gacha coin, and the really tall one has a sacred fruit on the top? the quest indicator hand points into the middle of these rocks, constantly, nonstop, but there's nothing there

We've had another report of this, I'll be looking into it when I am less full of lemonade vodka cocktail.