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Took me a few tries to get to the end. My last run was really in my favor and I had an inventory full of medkits / stims so there really wasn’t ever a concern about dieing.

It was well put together, I enjoyed the exploration.

One issues was that the random for the items wasn’t smart enough. The first run I got lots of floor plans, no meds. The last time was basically all meds (too many for the game to be challenging). I’d look into making the item spawning algorithm to do a check to see if medkits are required. For an easier difficulty it should probably look at the floor enemies, see how much damage they could do and do a calc based on that. And for harder difficulties it should do the same thing but also check the player’s current inventory.

Adding some random level layouts (or mix them up, moving the objectives) would make it more replayable.

Great job!

Thanks for the great feedback.
Actually there is no smart algorithm behind it, just that deckplans are the most unlikly item to spawn.
20% for Deck Plans on Cabin and Leisure Deck
40 % Weak Health on Cabin and Leisure Deck
40% Health on Cabin and Leisure Deck

I intentionally introduced the medical deck to ensure the player can heal befor the last deck

If I have the time to iterate on it I will certainly add at least an upper limit how often deck plans can spawn per level.
The idea to adapt available health stims on enemies or vice versa is also something I will consider if I happen to work on the game again.