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(1 edit)

I really like where this is going so far! There was a really good atmosphere here that was pretty spooky and gave a mix of ss13 & votv vibes personally, some suggestions though:

- Decrease the frequency of random doors and events happening. I felt as if I heard some noise or something multiple times a minute, these little spooks somewhat lost their eeriness and surprise in my playthrough, and even as my cabin lights shut off I wouldn't bother getting up unless some critical system got shut off.

- Some bugs regarding movement speed during the 'hide' section & potentially the monster itself. Tied to fps? After the second life form got detected it stayed in the same module the entire time I had played, never moving. And during a segment that told me to hide I got up from my chair but before I could even reach a door my movement speed slowed all the way to a standstill and never recovered, even after. Stuck in place until my o2 was shutoff and I starved. Essentially a softlock :/

- Increase the speed of the ship, at least the turning, or add an option to hold shift to boost it. I felt like I was moving a fridge even at max thrust, maybe that was your intention, but it felt sluggish and tedious to play, especially when finessing the coords just right. Some side-to-side thrust would be cool too!

Overall though, outside my technical roadblock, I actually really liked this game and see a ton of potential in it. There's a great premise here, a captivating and scary atmosphere,  some cool world building, and I just love the awesome non-diegetic physical interactions you have with buttons and levers and such. With further development this will be amazing!
I'll definitely be keeping my eyes on the project!

Great work so far! :)

(+1)

Thanks so much for playing and giving suggestions!

I definitely need to reduce the frequency of events and make the enemy less passive. Because of his misbehavior, he does not pose a threat, which becomes boring.

Softlock is really unpleasant and most likely tied to FPS, this problem will be the first in line to be solved.

And to be honest, I don't have a final solution for the speed and maneuverability of the spacecraft yet for a number of reasons, but I already have some ideas about it that will completely change the need to constantly control it.

I really appreciate your feedback and agree that there is a lot of space for improvements.  Your comment really helped me to see new potential problematic aspects of the game. Thanks again =)