Thanks for the feedback! I had quite a bit more planned for the story beyond what I shared in the game's page so I do hope to come back and finish it at some point to share the full story.
Null Builds
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Thanks for the comment! I planned quite a bit more for the story and world than what I shared in the game's page so I am hoping to continue this at some point in the future to share that story.
In hindsight, the problem I had during the jam was trying to rectify two competing mechanics:
- Wanting the specters to be invisible so the player had to uncover where exactly they were using traps (the footprints weren't meant to always be on)
- Having the specters chase and damage the player if they got too close
Having the specters chase the player made photographing them trivial since they could be baited into following the player down a predictable path. At the same time, making the specters faster/more damaging to discourage the player from baiting them made the game too hard since the player would accidentally trigger specters they didn't know were there yet. I tried to rectify that with a visible breath mechanic telling you a specter was close but that also made them too easy to find.
Looking back, I should have just dropped the chase/damage mechanic and moved on to making unique traps for the player to set with some other element adding challenge like having the setting of traps be a puzzle or an overall time limit.
Thanks for the feedback! and no worries, the current build does only have the one ending. I was originally planning for 3 with one being complete failure (originally the game would have been timed but it felt too rushed so I cut it), the ending it has now, and then a third that would have related to some optional events on the ship that I didn't have time to add.
Funnily enough, I actually was going to add a mission report screen after the ending explaining what exactly became of the ship and its crew but I wound up cutting it for the sudden cut to black instead. I think in hindsight, the mission report screen would have probably been the better choice to help explain what just happened.
Thanks for the feedback and for the tip about the ringmod! This was my first time doing any kind of audio manipulation and I'm still very much learning. I was aiming for something like Morgan's suit from Prey 2017 and that ringmod sounds like it'll help me get closer.
All the SFXs are from FilmCow's free audio library. Most of the sounds were used as-is but for the announcement beeps, I combined two of the library's stock beeps and pitch-shifted them slightly. I've always loved the beeps Xerxes makes in System Shock 2 so I was trying to capture that same feeling.
I had to cut a lot of ideas to meet the deadline so there's definitely room to expand in the future if I come back to this project.
This is fantastic! Love the controls and the last line from the computer is terrifying. Great foreshadowing as well.
I didn't notice the start button at first and was looking around the cockpit confused for a bit so may want to make it bigger or just auto-start. I also found myself mashing the move keys repeatedly to get to max throttle at every junction so it might make sense to add an option to hold to increase it and maybe a throttle display as well so I know if I'm at max speed yet but those are really just nits. Great work!
Thanks for the feedback! In hindsight, I could have definitely improved the power rerouting sequence to make it clearer that it only has one solution and can't be failed (if you saw the credits, you got it right). I think I made the mistake of half-committing to it being a puzzle and half-scripted event and I should have gone one way or the other.