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(3 edits) (+2)

Hey Tytan, great job! 

👋

Standout features: 

 -Art Style: The aesthetic design is great, it has a sleek, sci-fi like feel to it that helped me feel immersed into the game’s environment.

-Ambiance: The ambiance is great, I felt a sense of suspense and as though I was diving into an unknown world that was wanting to pull me into its abyss.

-Minimal UI: This is a hard one to pull off as some players need more info than others, but for suspenseful games like this, the minimal UI works very well.

-Mystery: The game provides a certain degree of ambiguity and mystery that leaves me intrigued with what might lie just around the corner.

Recommendations:

Show current objective (Maybe): I like the abstract nature of the game, so perhaps this doesn’t have to be so direct, but there were times were I was still trying to process the instructions/controls I was being introduced to during dialogue and ended up forgetting what the current objective was. Perhaps some sort of indication (could be slightly delayed if you want the player to try to find out what they need to do first) of the current objective could be helpful.

Display node name and function when overlapping it: This is similar to the show current objective situation, while processing which controls do what, I was also trying to keep track of which nodes do what, and which shape represents which node. Perhaps showing this information could be helpful, but I get the sense that one of the aesthetic traits of the game is minimal UI, so not sure if this is a no-go for you in that regard.

Perhaps you could show it, and once they indicate understanding of the node, you no longer show it. For example, the node that allows the ship to move, it's info could be hidden after arriving at the first destination. The targeting node, after selecting the first destination, Etc.

Potential bug when spamming the q button to split: Unfortunately I was not able to easily reproduce this one, but it did happen on both of my playthroughs. When spamming the merge/split method the character appears to get stuck in the merged form, the split function is disabled, and the character continuously veers to the left side of the screen even with no key input occurring.

Complete dialogue rather than skip: During dialogue, some people may prefer to read at a faster rate without entirely skipping the text, I recommend that the first click of the interact key (E in my case) auto-completes the current dialogue, and then the next click moves to the next dialogue sequence, this allows for fast readers to absorb the info at their desired pace, slower readers to click nothing, and those that want to skip to still be able to.

Arrow placement upon selecting a targeted destination: I think this might be a bug, when selecting a destination I noticed the arrows showed up for destinations that were more horizontal rather than vertical, I wonder if the arrows are placed using a constant distance value, considering the view-port height is less than the view-port width it might be that the arrow is there but off-screen, if so I’d recommended setting the arrow placement based on the minimum between the two or bounding the arrow to always be within the view-port.

Arrow placement after reaching and completing a destination: (noticed this mostly with the mineral destination points) the arrow placement will remain showing despite completing that destination potentially convincing the player to continue in that direction despite having no active targeted destination.

Here is an image of the ship at the furthest right it can go, yet the arrows still point to the right:




This is great work Tytan, I'm looking forward to further developments on this project! 

👏

(+1)

Hey, thanks so much for trying it and for the awesome feedback! The direction indicator is indeed a little buggy at the moment, as is the split mode, PracticalNPC found some interesting bugs there too :D

It does seem like some kind of objective indicator is needed, I'll try to think of a way to include it subtlety as I do want to keep that feeling of mystery and encourage the player to explore. As you mentioned, it could be something that prompts the player after x amount of time.

Thanks again!