Thank you for reviewing my game! It sounds like my design did not resonate with you and that’s all good. Concepts like the floaty controls during the beginning and the length of the dialogue were intentional design choices and I understand that those things do not work for everyone. The extent of the darkness was definitely not intentional. I was shooting for a gloomy atmosphere but balanced it in the middle of the night in a dark room, so that one is 100% a mistake I made. I appreciate you powering through the parts you did not like in order to review my game and appreciate the thoroughness with which you described your experience. I hope you had an overall good time with my game. Thank you for sharing!
Viewing post in Death and Opportunity jam comments
It was fun I just wished better care was taken in the visuals and controls it made the game too challenging/long there's a balance for these kinds of things - if your game is so difficult it makes your player rage it's not fit for purpose, if your game is too buggy and cannot perform as it should it needs fixing and in your case if your game's pacing is too slow to enjoy the content: consider lowering the difficulty and shortening/lowering the amount required to progress.
The game has both a visual and a difficulty problem: as it was it was okay for a prototype but if I was to get a first impression from that I would probably consider a different game. I don't say this to be mean, I say this because I care about the overall look of a game if one aspect is putting me off it's likely making others consider it in a similar light. If the game was more visible (like having a field of view or light beams in front of the ship) then the game would be far more playable, but as it was the game required too much trial and error to be enjoyable.
Don't get me wrong, I loved the concept, I liked the idea of floating towards debris but the problem was it felt too random and some deaths felt unfair. I think with a visual overhaul this game would do well, but I needed to judge the game fairly and that is the version I was presented with. From what I saw it showed great potential but it needed further polish to make the game more appealing. The dialog for the tutorial was way too long: you could just have the text appear on your hud instead of skipping over it every time - making the game more interactive is what I would advise. Don't of course turn it into Superman 64 but turn it into a game whereby I can quickly understand the controls without being bogged down by a text box. The best way you could do this would be to make the tutorial interactive and not limit the player to scrolling through piles and piles of talking.