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(+1)

having taken the time to cool my head a bit and step away, get a more objective view the game as a whole (not fully objectively obv, this is still pretty biased hahaha) i think the concept is pretty professionally executed, i do think the ai parts of this are holding you back. 

if this was made with "crappier" art and sound i would have found this charming, the merging upgrade system is a unique idea (in need of more explanation to the player), and the rythm shooter is an interesting design space (tho i find not really having direct control of the gun encouraged me into a boring play pattern of ignoring the actual game to just focus on the merging aspects). The art doesn't actually convey much of the information of your story to me, it's just noisy wideshots of planets on a screen too small to see see anything, and the songs feel very hollow (cosmic mush in particular's lyrics feel so on the nose i think i genuinely let out a chuckle on stream because of it, which took me out of the experience). Your aestetic choice of beige background/primary colour scheme i actually think is pretty inspired, tho you should experiment with colour pallet options to see what clicks with players most, something with higher contrast may get across the higher stakes and horror themes more (black or navy blue primary colour like DOS box? i know it's over done but they do it cause it looks sick), as it stands i think this is a good design choice that fights the rest of your other good design choices.

And that's really the long and short of it, the game feels like it's fighting itself and as a result feels kinda hollow, there's something interesting here to refine, but if it were me i'd find a musician and artist to fill in those blanks, cause the stuff there now detracts from the whole (and is devisive so you're gonna get more biased dicks like me flaming it just for it's inclusion). With substance the music and art will really shine in the framework you're building here for it. As it stands i'm put in a hostile position playing it, i'm predisposed to be more critical of your work, and engage with it less. and for godsake pull the camera in, use your deadspace i can barely see what's happening :p

wow, thank you for such a detailed comment. i’ll try to answer properly too

first, small separate thing: i really liked how you read the mid-missions texts on stream. it felt very theatrical in a good way and was honestly fun to watch

about the project itself, for me it was mostly a jam slice, tech concept and experiment. in my regular work i mostly focus on game design in a more traditional production pipeline, so here i wanted to test a different workflow too, including AI-assisted production, inside a small scope, and honestly, this is why i like jams. they are a good format for experiments, weird ideas and more personal projects. you can try things, take risks, hear what people think, understand what feels interesting, see what works and what does not, and learn from the result

about the beige palette, yeah, that was a conscious choice. i wanted to show space not only through darkness, black and deep blue, but as something more faded, dry and melancholic, like an old washed-out signal with small toxic color accents breaking through it. maybe it needs more contrast in some places, but i still like this direction

about the rhythm-shooter and direct control thing, the semi-idle feeling was partly intentional. i wanted the player to manage the card and merge layer and mission pressure more than directly aim every shot. but i agree that the threat system should push the player to adapt more, and right now it is not fully developed yet, both mechanically and balance-wise

about the merge system, totally agree, it needs better explanation. i tried to keep the UI minimal and let the player learn by doing, but the system is probably too important to stay that vague

about the game feeling hollow to you, i get what you mean. my intention with the art and music was more about mood direction than direct explanation: lonely space, distance from home, self decay, whatever, but yeah, this is a tricky line. what feels atmospheric to one player can feel hollow or detached to another, so this is useful feedback

and about pulling the camera in, yeah, fair note haha. i’ll think about it 🙂

thanks again. this is very useful feedback, and i really appreciate the time you put into it