Love reading those devlogs, keep it up!
Looking good. I do wonder if adding some jitter/twitching to the needles as the collision occurs would sell the idea even more?
Thanks for playing! ... reminds me, I still need to post a review for your entry ; longstory short, I played it the other day and thoroughly enjoyed it.
Good remark about the scale of the map. We were pondering whether to include it or not. The reason we went for no scale is two-fold : on one hand it adds to the ambiguity, and on the second hand, the scaling isn't actually 1:1.
For the sake of gameplay and map complexity, depth/height is compressed ; with a 1:1 scale, being in 100m of depth in a map that is about 256 x 256 meters makes for a pretty underwhelming outside view as all you see is the wall of the chasm you are sat at the bottom of.
Thanks for the feedback. The fact that the player is just thrown into the experience & has to figure out what to do & what the 'rules' of the game is 'by design'. That being said, I appreciate that we could have made the iconography for the landmarks and some of the instructions a little bit clearer.
In this prototype, the three types of landmarks we implemented are :