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Assets were very well done, I especially liked the thruster exhaust animation

The smash cut to game over is a little jarring.

Never touched O2, but the rest of the systems tied really well together, it was an interesting challenge trying to balance everything.

+1 for adaptive music

Need some sort of onscreen prompt for controls when getting close to interactables, and to go through a couple times before everything clicked

Hey there, thanks for your feedback! Yeah the screens were a bit rushed, as we've mostly focused on the gameplay loop, which as it turned out - wasn't as easy to plan out as we've initially thought! 

Do you think, we should have some kind of textbox appear, when the player is close to an interactable? We've been a bit split on that, at first there was an idea to use indicators like [< Q and E >], but we've moved that to the tutorial in the end, replacing it with UI speed meter. 

We've also had some more interesting mechanics in our plans, but this version is as far as we've gone in our development adventures :) 

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I would have like some dynamic text that showed when you were near something that could be interacted with that showed its name and the possible actions to take, something like:
O2 Generator
[< Q and E >]
The tutorial was nice, but it was hard to remember everything on a first playthrough, maybe some way to check the tutorial mid-gameplay would be a good band-aid?