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Awesome game, very atmospheric and polished. Love everything about the art, music and the font used!

To echo the previous comments, the tutorial dialog definitely needs a complete next line rather than a total skip for the beginning dialog as its basically a muscle memory for me (and I assume others) to do that on dialog boxes so I missed a few things. 

Just few suggestions:
It was a bit hard to tell I was moving in the ship at the very beginning, confusion increased by accidently skipping relevant tutorial text (I actually think the speed of the ship is a good pace, it feels like you are travelling). A zoom out when you are piloting it might be cool, it possibly feels a bit too zoomed in.

Death 1:
On my first run, the first enemy I found was one of the "4 hp" cubes and it killed me, Not necessarily an issue as its fun to learn, but some notes on death 1:
1) I wasn't sure what my HP was 
2) It looked like I did no damage to it after a short channel, and then THOUGHT it required directional damage onto the squares to turn them off, which my 2nd run taught me it doesn't.
3) I tried to run past it into a long dead end corridor 

Death 2:
I got past a space combat, entered the derilict spaceship a different more scenic way, killed a small cube and a big cube and then got to a fancy floating quest objective, where the narrator started talking to me about how I'd reached the energy source. As I was drifting around reading the narrator, the mysterious energy source oneshot me XD

I was going to suggest checkpoints but I see its actually a roguelike from the description.

 Did you consider having this a roguelite instead with some kind of checkpoints? I think its a bit of a clash between it being pretty calm and exploratory with permadeath.. but it could just be a skill issue.

I think having to go from the very start again with the ship control / tutorial feels annoying, but I guess it depends how often the player dies.

Hey, thanks so much for trying it and for the awesome feedback! Yeah, I think it definitely needs to be more obvious when you're dealing damage to certain enemies. Also it's interesting that the energy source one-shot you as that shouldn't happen haha... was there an enemy lurking in the same room? I may need to prevent enemies from spawning in that energy source room.

Regarding checkpoints, I'll see how that feels in the final game before making a decision on it - for the demo level I'm spawning in all enemy types as I wanted people to experience them, but in the actual game a lot of those stronger enemies won't appear until higher levels. So hopefully the difficulty will ramp up slowly. There will also be powerups and upgrades to help you. That said, if it still feels too unfair at that point then yeah I might consider some kind of checkpoint system :)

Thanks again!