Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Me reading the title page of this game after playtesting for weeks and collecting over 18 ingame hours of play testing:

"The insect-like Formicans are your primary enemy.  Your main mission is to exterminate them and their queen."

Oh, so that's what this is all about!

The main reason I started play testing this game were the beautiful screenshots on your main page and that I just wanted to explore this beautiful landscape you created with a baby dragon on my side - and so far I gotta say it did not disappoint :) . Going forward I wanted to share my personal opinion on the future of this game: A main enemy might give direction, but don't let it dominate the game to the point where you are just stabbing Formicans for hours straight. Discovering new items, mobs and areas is way more fun. And maybe even implement a peaceful solution to whatever made Formicans your primary enemy in the first place.

(1 edit) (+2)

Thanks for your thoughts. Yes, the Formican invasion of the colony planet is the main theme driving the story, but that's basically all in my head right now. There will be various Formican bosses to defeat until you finally find the Formican Queen, but the main focus will always be on exploration and survival.   It will be open ended with major enemies that you can defeat whenever you feel like you are ready, but with focus on exploration and survival. Combining the feel of the games the Long Dark and Ark is my vision.  I never considered a peaceful alternative ending, but I will now. Maybe the player could drive the Formicans off the planet instead of eradicate them. 

On a side note, I finally figured out how to make all menus toggle with the hotkey to open them, except storage which opens with E and closes with Tab, i or Esc and fires and beds, which open with E, but close with ESC. Closing them with E doesn't feel right because it is the main interact/open button, but I could try it out. The main thing is that every menu now closes with ESC, even the pause menu. 

The overhead map can also be moved now. With WSAD. These changes will be in the next update. 

Customizable hotkeys assignment is a whole different thing and I discovered that I need to upgrade to a more recent version of UE4 to implement them properly, so that may be delayed quite a while. 

My next focus is on optimization of trees and mountain meshes.

Also considering implementing a permadeth option and increasing difficulty all around (less pre crafted supplies laid out and higher damage from enemies). 

Thanks again for all your feedback and I'm really glad you have enjoyed playing.