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  • Use of Theme - 3
    • I think the idea of "recovering a downed aircraft" fits the theme, but execution is lacking (see Gameplay). 
  • Gameplay - 2
    • The game is not executed well. My experience:
      • Early game: running around in circles not knowing what to do. No environmental clues (scorch marks, broken trees) and large space was disorienting. The map did not help at all.
      •  After significant tutorial text, it finally mentioned 'P' to ping
      • Press P and then it was just a straight line to the one and only crash site
      • Pickup parts (just press one button) and done.
    • So overall, the game is essentially a big run towards a map marker. The different modes of transport added nothing to the game as they were functionally identical --> move towards the ping location.
    • Simple changes could have made this way more fun. For example, forcing the player to triangulate the wreckage sites using environmental clues or directional beacons, using the different modes of movement for different actions, having multiple wreck sites with each one giving more story of why the place crashed.
  • Creativity - 2
    • I like that you attempted something different (ping, movement, big map, recovery), but it all felt like disparate parts rather than one cohesive game (See Gameplay).
  • Art - 2
    • The art style looks like prototype assets that are not cohesive. The map is huge but empty. The UI popus use generic borders/fonts. 3D is hard and unfortunately if not executed well looks worse than 2D.
  • Sound - 2
    • I agree with ShadowGrif here.