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I found it impressive how MOTHERSHIP is so atmospheric, and I was surprised it was made in RPG Maker. This really shows how far the tool can go in the hands of someone who knows what they're doing. The idea of the map as an infinite spatial continuum mesmerized me, and I found the navigation mechanics very clever. The way special elements stand out on the HUD looks both beautiful and natural, and the transition to the planetary map is satisfying. Although I found the crafting system frustrating—the rewards feel too small and scarce for something endless—the combat is charming and makes every moment of squad preparation and building worth it.

Now, one thing that made me curious was how well the drone logic captured the original concept. The flow of landing, sending out a drone, waiting for the wheel to fill, seeing the little figure appear, and bringing it back to process the collection is efficient, but I didn’t find it fun. Having to pick up drones manually and being stuck within the action triangle felt more like an inconvenience than an engaging mechanic. If the action radius were larger and the collection relied more on strategic commands, it could be more interesting. But in my case, out of the eight available drones, I’d use at most three or four if I was lucky, and I preferred exploring the map to entertain myself while the collection happened because I just didn’t want to stand there waiting. However, I was forced to do so because drones break too quickly, so while crafting weapons to enter the combat module, I spent a lot of time doing nothing—which I can imagine being enough to make someone quit before going further.

I also couldn’t quite grasp how the game connects to the jam's theme. Maybe there’s a deeper reflection on the Machine as a humanitarian element in a hyper-utilitarian setting, but honestly, I didn’t catch that point.

I’d love to see more of this universe! I don’t know if there are plans to expand it, but what’s been done here is incredible and has huge potential. The foundations are solid enough to support truly addictive gameplay loops, no matter which direction it takes.

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Thanks for your detailed review. I’m glad you enjoyed the atmosphere. I put a lot of effort into making it feel right, and it’s always great to see RPG Maker still surprising people. There’s a lot more I want to explore with it, and I feel like I’m just scratching the surface.

The drone gathering was a big milestone and one of the few features that really captures my original vision. The game was always designed around a boss rush style, where each combat marks a step forward, and the drone system was meant to simplify grinding while rewarding efficiency. That said, I think the travel and gathering mechanics ended up being the more impressive part. I’m not sure if expanding the drone mechanics would improve the experience, but it might just highlight that other areas need more work.

As for the theme, I agree it might be too subtle. The idea was always that you’re an autonomous ship fighting empire forces, with hints in the dialogue that the war has long been over. In reality, you’re just defending a graveyard. The problem is that most players seem to miss these details since the dialogue only appears briefly and during combat. I plan to add more narrative depth in future updates to make the story clearer and flesh it out more.

I really appreciate your honest feedback. It’s really useful to help me refine the game, and I’m excited to keep improving it!

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Maybe, within this theme, it's important to be subtle in this way. I can't speak for others, but in my case, it was pure incompetence on my part not to notice this subtlety, because combat brings this notion of an 'eternal war.'

By the way! Seeing the game as a boss rush rather than an endless game actually improved my perception of it a lot. As I mentioned, once we have the resources, organizing the squad to fight is a lot of fun.  

Thank you so much for taking the time to expand on your work for me!  ˗ˏˋ ★ ˎˊ˗