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(+1)

There's a few things that I absolutely had to use the hints for, as it wasn't obvious. How to get the knife, how to get the ship powered up (I had the requisite item), and the lack of prompts about where to go stumped me for a while in the prison.

Oddly enough, the forcefield and getting off the island were easy.

I'd say you'd need to work on polishing up hints of what to examine (The ship controls and the knife REALLY stood out as egregious), and that's about it. Of course I would appreciate more content for each area, and maybe diverging decisions.

Also what's the point of specifying the ammo as three clips/magazines when you don't interact with the items at all? 

Noted.

(The ammo count was one of the things I added just because I felt it would be weird if it were absent. Perhaps I guessed wrong there.)

Honestly, I would put it in with the blurb of you taking the rifle. "You take the rifle, load it, and all the spare ammo you can find"