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(+1)

I surely should have made in-space experience better. Drawbacks of an over-ambiguous project that was made in less than three days ¯\_(ツ)_/¯

But on planets? Going here and there, bumping with your robotic head into obstacles being in almost complete darkness is a part of experience XD And if seriously, along the plot, you need to search for unknown artifacts by exploring abandoned stations, so I see on-planet pointers or UI hints unsuitable. I feel that it is better to push a player towards exploration (which is rewarding as all the sideways grant prrrecious crystals).

Thank you for such a detailed review!

(+1)

Ah, true. In relation to the story then that choice on the planets makes sense. Always found it a hard balance between what the story demands, and what feels best game-play wise. A middle option would then to instead have visual clues as part of the environment or dialog that at-least hint on where to go (I don't think you had that already? Or I just missed it). However, as I mentioned, I actually never did get completely lost while playing, so it could be said that the levels are already well designed already :)

Also, was diffidently a good choice to have extra crystals to gather, definitely had your desired effect. Always nice to get rewarded for exploring and making it a complete waste going the "wrong" way.