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(+1)
  • Please upload downloadable versions. The web player tends to run like shit and the game window is tiny.
  • The arm stretching feels unnececssary. It just makes the game feel unresponsive. Also, hand collisions don't register if you're too close to something.
  • Don't stop the game when interacting with everything. Things like the description for the windows can just show up as a subtitle (although it's not necessary in the first place; I can tell it's a window just by looking at it), and have the lockpick difficulty show up by just looking at a door.
  • Security guard dragged me off to some corridor and got stuck in a loop of telling me he was going to take me to the brig.
  • Air control is too high.
  • Climbing the ladder is incredibly unintuitive. Don't know how long it would've taken me to figure it out if I hadn't seen the comment below while writing. As a rule of thumb, actions in games shouldn't require more conscious effort than they do in real life (same reason why the arm stretching is bad). When you climb a ladder in real life, it's just muscle memory. You don't have to actively think about grabbing the ladder with your right hand, pulling up, grabbing it with your left hand, letting go with your right hand, pulling up, and so on.
  • The interaction system in general just doesn't feel good and I think you should abstract it away and make actions context sensitive. You don't have to put any conscious thought into whether you should look at or pick up an apple in real life.
  • I never would have thought that you could somehow climb along fluorescent tubes if the game weren't so barebones.
  • Couldn't bring myself to try to get past those horizontal ladders again after getting caught while unscrewing the grate.

Thanks for playing and the detailed feedback.

  • Yeah, I had hubris about the performance of the web version. There's a windows download now. I was hoping that by having a web build people would be more likely to play it.
  • It definitely needs a lot of tweaking, the collisions are wonky as you said. I'm not sure about getting rid of it completely- but I will play around with it and see what feels better.
  • That's really good advice- I opted for "the whole world pauses" approach to dialogue but it doesn't need to be that way.
  • I've (hopefully) fixed this bug, thanks for reporting.
  • Hm- I could try tweaking air control a bit. I think locking you into momentum while in air should probably work. You're right that it is odd you can move around like that in mid air, I didn't even notice while testing these last few weeks since I started.
  • I want to find a balance between "hit a button to mount a ladder and slide up and down" and freeform BotW style climbing. The reason I'm not just locking the player to a ladder rail is because I want climbing to be somewhat difficult and skill-based- but maybe only for climbing something you're not supposed to climb. Ideally, people would be a little stressed about falling off a sideways ladder. That's a tough balance to strike so I'll keep tweaking.
  • I think there could be more context sensitive actions- like how an adventure game will sometimes allow right clicks to be the most likely/common action. But I don't want to scrap the intent system entirely, as I plan on adding a lot more complex systems where it will come in handy.
  • I was hoping people would try this in lieu of any other way of crossing that gap.
  • Totally fair- thanks for playing.

Appreciate your notes, I will play through your game shortly and provide feedback.