Atmosphère détente sur la planète de la tranquillité !
Play Don't Tell
Creator of
Recent community posts
I've learned that for a game trailer, people want to see the gameplay as quickly as possible. But for a Story and Feel trailer (which I'm sure I'll produce for the game's release), I agree that your idea would be a perfect intro!
The game still starts with this same sliding out of the cryopod intro, and I've even been able to improve it since the old prototype, as you'll be able to test out in the official game demo coming out soon!
Thanks for the feedback ;)
Well, thanks for all the details!
I already corrected the second bug, which will be applied in the next update. The issue was due to the red cable usage. You could either stick it to the lever, or connect it to the right side. Both options did'nt trigger the same function, and so led to different effects. On the other hand the door remaining unlocked (button still green), is by design. It will be a important feature for the future puzzles ;)
I also observed the first bug, as I watched people play the game, but I could'nt figure what the origin of the problem was. Now I understand, and was able to correct it, it was a stupid code mistake I missed ...
Your suggestion is very interesting, since the game has to be clear on the possibilities of action. I observed that many of experienced players hadn't much trouble with finding how to use the drawer handle, but people that weren't familiar with video game inferences didn't understand the concept of dragable drawers (I think it's also because it's the first time the game asks you to drag and not just click). So I thought of it, and tried to find a solution that let me keep this new UI. My idea is to introduce the drawers by automatically opening them, and closing them quiclky after. Then as long as you don't drag the drawer open, it would frequently bounce and shake (like if it was urging to be opened again ^^). This will be in the next update.
By keyboard support, do you mean moving the character around with arrows or WASD? Do you know games I could try that could show what can be done?
Thanks again for the feedback, it's of great help!
1) You're right, that icon is very confusing, I'll think of another. The problem is that the UI theme is temporary, I may end up re-working that icon as I find a more specific theme for the UI. I'll try to make it also more visible that you get the pad (the only animation is the pad button getting visible). Also, the pad isn't only a map interface (and so the icon shouldn't be too specific). I don't want to spoil too much, but there will be other functionalities to it.
2) In the new update, I put a welcoming screen, to indicate what changed since the previous version, and a pop-up message that lets you know when you've seen all of the content of the game.
Thanks for your ideas and advice!