Appreciate the feedback and suggestions! We're hoping that when we fix the balancing and enemy issues there won't be as much of an urge to run, but it's definitely something we'll play around with. :) Glad you enjoyed it!
Tasha
Creator of
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Interesting story! I do think some of the dramatic pauses were a bit too long and I found it a little odd that some blocks of text appeared all at once while the rest were letter by letter (maybe a bug?). There were also a few too many choices that resulted in the same 'nothing happens' reaction. I'm happy that you added some audio and allowed the players to make a lot of the decisions themselves, this definitely made a big difference with immersion. :)
I think the tutorial would greatly benefit from being condensed and more interactive, like others have said. By the time I reached the end of it, I realized I'd forgotten most of what I read. I appreciated that I could open the controls list and keep it viewable while continuing to play, this did help a bit. Unfortunately I ended up getting trapped in a spin loop and wasn't able to figure out how to get out of it before giving up. It seems to have potential though :)
Really appreciate all the feedback!
A couple things mentioned were things we had planned but didn't have time to flesh out properly, so we ended up having to keep some of those ideas more basic haha. Spent a lot of time trying to learn new stuff. Some other people have also mentioned letting enemies attack you while golfing, so that's definitely a change we need to make.
Really like the idea about the golf ball and attacking. We were thinking of how to avoid people just spamming melee without making use of the other attacks and that seems like an easy but fun solution. We've also got some other ideas to make the combat a little more complex and help mesh it together better with the golfing side of things!
Thanks a lot for the review and we're happy to hear you enjoyed it! :)
There is quite a bit to get used to at first, but once you get the hang of things it's pretty fun! Sadly there's a bit of a lack of precision, so I accidentally ended up setting a slider to max and crashing later on despite reading the warning. If you guys have the time to fix the crashing issues, you're well within the rules to do so! Overall though, very interesting concept and ideas. :)
Not sure if I was missing something, but I tried playing twice and couldn't find any planets or anything else unfortunately, even with the zoom feature. I also tried flying around in different directions to see if I could spot anything. If this is due to the procedural generation, like mentioned below, maybe adding some extra conditionals would help.
Unfortunately on one expedition early on I ended up with a black screen until I exited the area, which led to half the crew dying and I was unable to keep up with the tasks as a result. A big thing I'd recommend is optimization. The game caused my computer to start screaming at me haha (especially the top room in admin) but based on what I saw, it shouldn't have been an issue. Overall though, the game was well done!
Thank you so much for the detailed feedback!
That's actually one of the main reasons we implemented the level preview and the aerial view, to kind of assist with planning shots without having to make the levels too small or too easy. Might still be worth zooming out the regular camera view further though or even scaling the level size down a tiny bit, we'll play around with that! Regarding the bounce shots, the colliders are actually all flat box colliders (despite the appearance being uneven) so we'll definitely have to look further into what's causing unexpected behaviour there. I have a couple ideas of what it might be, so hopefully it's an easy fix.
Appreciate the compliments (sorry we made the enemies too cute hahaha) and we're glad you enjoyed it! :)
Unfortunately I found the gameplay too confusing to get very far. I think it would help quite a bit to use icons for what the materials are for when you click the lunar lander, as not everyone will know by name alone. Maybe also include some more details about the mechanics either in the intro or the game page description. I did like the aesthetic though!
Not sure if it was intentional, but the audio didn't always trigger (I think it happened if matches/clicks occurred too quickly). I'd suggest adding a bit more range and/or randomness with the audio, but I liked that you added some variety with the mechanics and differentiated it from your standard matching games.