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WOW! Yeah those are awesome suggestions.  I will definitively have more things to scavenge. Tumble weeds are something I should have thought of my self duh. Sound system is wonky right now, I think I fixed it (maybe not). Chicken are going to have a purpose besides just food. I think you'll like it :) Monster and enemies need some work. I only have a few and I haven't spent too much time developing them. Those things should come in time. Have to have 'rad' roaches and sand worms right? My development on this game is kind of all over the place haha. I've never released a game in an alpha state so I am really just experimenting right now on what works and what doesn't and you guys get to see my spastic side :). Once I lock down the direction of everything then I can start pumping out content and have an actual game plan. All these are excellent suggestions and observations The font and UI is something I struggle with, which is why I wanted to do most in game without many menus.

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I really like that you released it alpha. A lot of 'early release' games and 'alpha' games get a bad rap and I think some of it is deserved, but a lot more of that reputation is from people jumping on the ea/alpha band wagon not understanding what they are getting into.

But for us, for people who buy alpha games and are comfortable with 'forever in ea/alpha/etc' thats part of the appeal, being able to comment on development direction.

It's really a big leap. I know releasing something unfinished to the outrage mob of the internet can seem like a trial by fire, so thanks for doing it anyway.

Obvious things like tumbleweeds aren't always obvious when you're coding and designing for a dozen other priorities. Can we get giant mutant chickens, like as pack animals (I loved the chocobos in final fantasy, and every kid I've met find chickens adorable for some damn reason). 

For worms I'd call them 'giant weevils' or 'annelids' or 'nematodes.' For some reason I can't stop thinking about the monsters from that campy horror movie series 'tremors.'

If you have giant roaches I'd call them "regular roaches", and in the description it'd be "just a regular size everyday roach." because why not? Everythings mutant and giant these days, thats people's new normal, it's all they know. Some tinpot crazy NPC could be like "could you imagine? Tiny little roaches? Like bite sized ones?" and you or another character might reply. "Thats absurd. This guys crazy." lol

The UI direction you took is good. You look at games like Metro Exodus and a lot of the focus is away from UI, lot of mixed fonts, and environmental indicators where possible, instead of upfront UI. A lot of things are ambiguous. Whos an enemy, whos hostile, what the place you are in is named. It's why your overworld map is so fantastic, because sure, you're in alaska, but it could be *anyway*. I remember watching early movies like six string samurai and thunderdome and loving the feeling of being 'lost' in the world that was presented. Being short on UI really helps to focus on the world in front of you and the immersion. Just, like a said, be sure to pay attention to legibility, theres been a lot of great games (and okay games) with horrible UI and font design that people didn't notice but thats no guarantee.