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(1 edit) (+1)

As someone who played Freelancer A LOT I quite liked this one, the teleport dodge is really fun and something that fits quite well in the arcade dogfight gameplay, the nebula felt quite scary to venture into, which I love and the game seems to have a ton of lore, this is clearly a work of passion.

What I feel the game needs is more feedback on are things like the autopilot, sometimes seems like the autopilot just doesn't engage and others I think I canceled it by accident while clicking in the UI, but it was on all along, a message in the bottom of the screen saying "Autopilot Engaged" or "Failed to engage autopilot" would help a lot. Also when autopilot to a station the autopilot got stuck in a loop outside a highway gate and I had to disable and restart the autopilot.

Also I think something in the first mission glitched out, I went in the nebula, fought the dudes there, but got distracted with their loot and didn't pay attention to the objective, when I stopped collecting shit the mission objective was gone, my missions escorts were just flying around aimlessly and I couldn't see anything that would tell me if the mission was a success or not, also It didn't show as complete in the mission log, so I left the nebula and docked in a nearby station.

Also the engine loop sound is really bad, It was unbearable and I had to play without effect sounds.

(+1)

Thanks for the feedback, good to know there's at least a couple dozen Freelancer fans out there.

For auto-pilot at least, it'll have, eventually, a computer voice similar to Freelancer that can also be swapped around similar to Elite Dangerous' autopilot voices (so you can finally have a V-tuber narrate your autopilot commands). In general release will have the full voice acting it requires.

Campaign missions too are also gonna get a log and a way to actually check your current objective. You can currently make it redisplay objective (I think it's either N or M by default), and if none displays then there's no active mission. I've been mulling over also turning the end of that mission with the jumphole collapse that destroys the remaining ships and all that into a cutscene so the player gets a clear idea of what's happening, akin to FL's first mission with the rogue base exploding.