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Thank you! The “credits = quit” is a bug because I failed to get all the code indexed correctly when I added the options since I wanted to give folks the option to turn off my lousy music (That I made). Because of this a second bug is present since “quit” doesn’t do anything. I temporarily have the credits on the game’s page until I can fix that, thank you for bringing this to my attention.

And as for inputs, I could of gone a lil overboard. But I felt I was hitting all my bases for “a” standard craft game with movement, sprint, item interact/use, item drop, pause (encyclopedia/progression check), and inventory select + inventory shortcuts. (Yeah, that could be a lot) I hoped I implemented the bow & arrow mechanic well enough that if you forgot what button reload was, it would automatically load with some arrows. I also intentionally forgone mouse input since I thought I might of had time for controller input. How helpful was the “how to play” since I tried writing it along side development to help remember key info about the game’s play loop.

How would you cut back on the number of inputs? I could see the inventory select buttons [1-8] are pretty close to ignored. And what example(s) of visual explanation do you mean? I did think about a tutorial level that would help you get familiar with the controls, but time didn’t permit. (Tutorial would of taken place on a ship which once complete you could choose to beam down to a planet to start play, or interact with a window to go back to the menu). I’m just drawing a blank on how to provide visual feedback (since I was executing a bit of other visual feedback with rocks and trees shaking, items slide when dropped, inventory would fade + expand/shrink when doing something with it) since I was trying to go for a minimal UI that kept all the player’s information relative to them.

Thank you again for the feedback, I always love receiving it :3

(+1)

In fact, it doesn’t have many inputs, but maybe what I’ve missed is showing up on the screen. 

In this case, on the first screen of the game, you could put the inputs to move on the floor, and the first time you appear to interact, "space" appears and so on.  I wanted to implement something like that on my game, but didn't have time to and this is what I intended for visual explanation, literally appears on screen.

On the HUD, If it were with the mouse it would be more intuitive to interact with, cause I tested it with the mouse first, then I went to the arrows and in the end I tried WASD hehe

As you said the 1-8 of the inventory can be removed since it is even difficult to know where each slot is because it is a circle, leaving only in rotation with "QE" one more interesting challenge.