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(1 edit) (+1)

I did play through the tutorial again.

My Q and E swap was wrong - the ship was upside down at the time. I was supposed to swap W and S instead.

I know about the thrust and agility bars, they're just very off to the side and easy to miss.

Played first level and died to a big thing. A few last issues.

At the end of the tutorial, I ended up with a very low-damage laser that clears armor effectively and has very short range, together with a long-ranged, slow-firing missile with tracer. Killing enemies was painfully slow. Like I needed to pass the weakest enemies around 3 times to kill them. I feel like it shouldn't be possible to screw yourself like that with equipment choices you make in the tutorial.

Couldn't pick up equipment after the first warp. Even if my ship physically goes through them.
a shield and an engine. Then later some more equipment in the same area that I didn't see the first time.
The area was the overlapping area between two beacons. The first two items appeared before I had killed many enemies. Maybe they started spawned, or spawned when I interacted with the beacons. Killing all enemies near the beacons didn't let me pick them up.

Indirect control feels much more agile than direct. That might just be that it switches thrust strength to make large turns, though.

Able to target weapons onto an enemy (the big thing) from very far away (850ish) in overview mode but not in normal mode. Part of that might be because it has really high signature.


When you remove the keyboard control in indirect mode, maybe it should switch to direct mode when you do those keyboard inputs? And vise versa maybe - clicking automatically switches to indirect mode with movement towards that position. That bit might need a setting toggle, though.

Thanks again! I've had reports of the no-pickup bug after tutorial before but have sadly not been able to reproduce it myself, could I maybe bother you to send me your log? If it's not too big of an issue just msg me on discord and I can tell you where to find it.

On the other points, the UI elements are explained in the Help&Info section of the menu, past testing has shown that players do not have the patience to be told about UI so I've had to move that over to the menu while at the same time incurring the issue you encountered - not sure if there's a middle ground yet. 

Weapon and enemy balance is a difficult topic. Catharage is procedural and (intentionally) has large variances, both in encounter and player strength and challenge. It is very much intended that players start with weak weapons and then invest currency to upgrade the starting power of their equipment and/or find better stuff during runs. For the tutorial it is guaranteed that players find a laser, because lasers are the most reliable weapon type for killing the tutorial enemies, but it's still possible to get unlucky. I'll look into maybe artifically increasing the quality of tutorial gear to make sure it's not too bad of a time the first go round, but I also don't want to impress a power onto new players that won't carry over into the "real" game.

A difference in targeting ability between overview and normal mode should be strictly impossible, so either you've found a bug or the enemy ended up just inching into your range right as you swapped to overview - hard to say without footage. If you end up sending your log I'll have a look for any errors relating to this as well but "normally" there is no difference in sensor function between the modes.

I'll think about making both control modes interoperable and non-switched, it would certainly make the tutorialization much easier!