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(3 edits) (+1)

sur-ve1-lanc3

Realtime thoughts

  • I feel very tall. Oh And I can’t walk. Then I would expect more agressive mouse look, and some ui to show me that this is like an old school adventure game.

  • Love the subtle hum of equipment. Instantly got annoyed that some of my gear was humming. Turns out it was the game 10/10 for immersion there.

  • That is some aggressive monitor backlight.

  • That chair is disproportionate to the desk.

  • It’s very hard to read the in world text. Text in world will always suffer from it being hard to read. Text are small symbols, a chunky chair is not. Pixels matter with text. Perhaps billboarding may help with this? It’s one of the flags for Godot’s text. If not maybe use an empty Node3D as a positional marker and then use that with the camera rotation to control a UI overlay for it.

  • A virtual desktop? Brave man. Just implementing windows and sandboxed little programs within your own is a daunting task. I guess we all have to learn once.

Review

I really like the no nonsense style, and how a lot of intent is conveyed with so little. Really making use of the little things they got here. I assume it is to work around some skill constraints, but those are excellently mitigated by a creative vision.

Looking forward to you gaining execution skills. Hit me up if you want to have a chat about tech stuff.

The intend with the initial scene was that you'd be looking at the room through a camera, maybe some sort of overlay coud've conveyed that better. <-<

Never heard of billboarding, though what I initially found, it does sound pretty cool.

Thanks for taking the time to play and review my game! As for the tech stuff you mentioned, what's there to chat about?