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(+1)

I made it to the end of what was playable!

This was pretty nice for an unfinished entry, and I can definitely relate to only completing a percentage of what you had planned.

The visuals were great, the NPC's all looked interesting, and the filter on the viewport was a neat touch.

Combat was simple but it worked, though admittedly it did feel a bit odd having to interact with an NPC before attacking at first. I think it would've been better if interaction started automatically, since you're sucked into the view of the NPCs anyways.

For most of the game until I unlocked the ability to talk to the spacers I found it kinda annoying that enemies could just spawn behind you. It felt like it broke the pacing of the gameplay since there were already enemies manually placed in the level that I could see and strategize around. The reveal towards the end kinda addresses it but not really since it doesn't explain why the random enemies attack on site, but not the placed ones.

I do like the multiple stages of progression as you unlock new parts of your bots programming. Being able to talk to people, unlocking the combat module for more damage, and the climbing module was pretty neat though underexplored given how much was cut out. But it still tied into the narrative in a cool way, like being unable to ask why you have to do what you're doing.

This was a neat entry, though sadly unfinished. I did enjoy what was released in any case, good work!

(+1)

I appreciate the feedback!

I did briefly try auto-interaction, and it’s something I want to experiment with more. But they aren’t really enemies until you attack them, and it made it a lot more annoying if you were trying to get around someone in a hallway, playing as a pacifist. I was also too rushed to add in a flee mechanic once combat had actually started, and never decided how that would affect dialogue states…

In my mind, the fixed-placement space suit guys haven’t received word that a cleaning bot is going around killing people, so they’re still non-aggressive until you get the first hit in, but the “revenge units” that automatically spawn are the ones that have. Ideally I’d have a lot more to communicate that – different unit types, hostile/terrified idle animations, some kind of more sophisticated reputation system, lore tweaks, etc.

But I agree, these details are a bit of a friction point as things stand now. Thanks for playing. :)