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(+1)

I think this is an interesting idea.

The first thing that came to my mind was Half-life, seeing that crowbar. 😅

I had issues playing the game. I could not understand how to play the game. I would go to the event log and see that there is a fire on the bridge and in the cargo bay. I open the terminal, type events, and get engine, shields, power generator, etc. events. The game kept telling me to turn on the shields but resolve shields said there was nothing to resolve. Then I tried running around with the crowbar and I could resolve nothing. Finally, I sat down to read the instructions and experimented a bit. But that made me lose three games until I figured out what to do.

Here are the things that need attention/improvement:

  • Having a separate events screen is slowing me down. I was constantly mistaken about what I had opened, the console or the event log. Having the events visible on screen the entire time would help.
  • Just spending time in the Terminal is boring. It would have been more fun if there was a bigger ship and you would access onsite terminals to fix things or use switches and levers. (I know the Jam is short and there is no time for a full ship, but I think it would have helped).
  • Events were happening way too fast. There are too many commands to remember. Some events are resolved with the resolve command. Some with the repair. It becomes confusing very quickly.
  • I died way too quickly because there were too many unresolved events. Sorting them by priority would help.
  • I experienced a few frame drops, but as a fellow Godot developer, I understand why that is happening.

Things that I did like:

  • The graphics are great
  • The overall idea is fun
  • The fractals on the main terminal

Overall, interesting game! Good job!

Thank you for the feedback!  We definitely noticed many of these points too, many things were just not implemented in time, but we plan on improving it over the coming weeks after the jam.

Hey thanks for the feedback, this is all really helpful.

  • For point one, we would like the player to be able to focus on all terminals at once to avoid the constant switching. It's definitely not great having to constantly witch to confirm information and remember commands.
  • Regarding point two, the main problem we had was that due to time constraints we couldn't implement a lot of the emergencies in the way we wanted to. This led us to implementing most of them through the terminal, which was actually meant to be a small portion of the game, an intentional time waster for a couple of remote issues as it were.
  • Point 3: Agreed, there were only meant to be 3 commands that would be used sparingly. Power shunting too would be a point and click interface rather than a terminal.
  • Ideally, the player would have time to familiarise themselves with their surroundings and the systems, which was intended through a small introductory sequence where the player can begin when ready, instead of being immediately thrust into the chaos.

Between now and the next jam we'll be making a version 2 since we also like the idea, but are overall not that happy with the execution. Thanks for taking the time to play, and we hope you'll come back for round 2 (once it's done).