Thanks for playing!
The voiceover is deliberately muffled. I was kind of on the fence about how much I wanted to muffle it. It was supposed to be barely intelligible but I think it turned out completely gibberish unless you already know what they're saying.
I picked that little ship model up off the Asset Store, and it was chosen because it was free 😆
Once again I forgot my audience isn't an FPS-playing audience (E is the most common interact key in shooters, followed by F). Better tooltips definitely would have helped, though honestly I think even if I had thought of it I probably would have left that out of scope because of time. It is something that I will try to address in Shattered 2.
I decided to do a sort of "crisis crossover" that brings the worlds together, it's ambiguously canon for now but I could start welding the lore together in the future if I decide that's a thing I want to do.
The reason the mission ends abruptly is because **SPOILER** it's a dream, and dreams tend to loop and shift and flow erratically. **END SPOILER** I did test without it and the game flowed better, but I was desperately trying to find ways to get across that spoiler thing I just mentioned.
The lack of a reticle is actually something I screwed up on. I tested entirely with crosshair enabled... but left it disabled by default 😅. I'm not willing to do an entire release to fix that but I'll try to leave a note somewhere recommending people turn it on (Options/Gameplay Options/Crosshair->Always).
At one point I wanted a minimap that displayed dots where the enemies were, but this was pretty quickly cut for time. I thought about putting in objective markers that showed where the enemies spawned, too, but I didn't have time for that either. Shattered 2 will probably provide a world map to track quests.
The next project is Shattered 2 which derives directly from this one. I'll be posting some updates on that pretty soon.