The other commenters have already provided plenty of feedback on the tutorial, so I'd like to comment on the gameplay.
I think you have a really cool concept on your hands, and I quite enjoyed playing it. However, I'm quite torn about whether or not I like the idea of the player playing a drone instead of an invisible entity. On one hand, it is quite fun hopping between modules, turning thrusters on and off, setting their trajectories. On the other hand, it gets quite tedious, and quickly becomes an exercise in micromanaging each part. This does make me wonder if the game might be a bit overdesigned, and whether some simplification of the gameplay might increase its charm.
Also it was quite hard to tell when my links were being damaged, as they were all interlocked and overlapping.
If you do plan to expand upon this game post jam and if you believe you could make the drone thing work, I have a few suggestions:
- Increase the drone speed, it's too hard to catch up to the ship if you disconnect when a thruster is active.
- A quick way to abstract away some of the micromanagement would be to allow the drone to jump from one module to another, as long as they are connected by a reachable path. Say if A connects to B, which connects to C which further connects to D, the drone should be able to jump from A to D directly without having to click B then C and finally D.
- Adding a directional arc shield, similar to the one in cosmoteer, which could be rotated by the drone could lead to interesting combat situations, where you frantically juggle between the thrusters and the shields.
- Adding some weapons which do not automatically acquire targets may further add to this chaos.
Overall, I did really enjoy this game, and hope you expand on it a little. Great job!
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