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Feedback on the demo (spoilers)

A topic by MoovingBox created Nov 18, 2020 Views: 134
Viewing posts 1 to 1

Hi 

Here's some feedback on my play of the walkthrough. Sorry if it sounds like I'm being picky - it's meant to be constructive criticism.
Firstly, the things I loved
1) The graphics style
2) How he opens the locked repair door
3) The humor in his comments
4) That you can skip through the text quickly
5) Being able to run to move around

The issues I noticed:
1) The voices on the start asteroid cutscene sound like they've got bad audio compression. I think the idea was for them to sound like they're on a radio, however as a first impression it made me think that the voices in the game would be sub-par and I almost turned the game off there and then.
2) The gap between sentences when spoken is too long, they should be pretty much one after the other unless there's a dramatic pause.
The one after zzzt zzzt on the second trash pod was really long.
3) I think the text at the start wasn't in the same font as the subtitles in the game - I prefer the ones in the game so my suggestion is to make them consistent.
4) It doesn't make a lot of sense that the elevator knows exactly which level to stop at. He should tell the elevator L17 after swiping the card. If he hasn't checked the information inside his room to tell him which floor to stop at he shouldn't be able to use the lift until he knows the floor to go to. I'd also suggest the elevator tells him which floor it's on, otherwise you can keep swiping and there's no way to know where you are. I'd also suggest the doors should close themselves automatically on entering L17. Doesn't make much sense that the lift wouldn't be available for others to use.
5) He tells me he can't see the hazmat suits from outside the door, doesn't make much sense that the tooltip tells me it's a hazmat suit - I wouldn't expect them to be known until you can open the door.
6) The screwdriver resolution is out of whack with the rest of the repair room
7) The electrical issue with the repair room blind doesn't make sense. I _think_ it's an electrical issue? I can't examine the yellow pixels, or the blind (other than it telling me that he should stay away with no explaination as to why), and it doesn't go "buzz" or anything to tell you that there's a (presumably) electrical fault.
8) He reads the drafting board and says he doesn't know what a pym particle is. Presumably that's written on the drafting board, but it's not explained.
9) The message you get when you try to open the wrong maintainance locker makes it sound like the pin won't open any of them. I'd suggest something like "That code didn't unlock this particular locker"
10) After the sabeteur left, I tried to read the sign above the swipe card reader. I've got a "sign" tooltip, but it doesn't do anything when clicked.
11) Wire and screwdriver on the reactor's door controller don't do anything - no "that won't work" or similar message
12) Where did the screwdriver go when I opened the door control panel with it? It's disappeared.
13) After the ID card has been taken I can still click its hotspot and trigger the pick-up animation
14) When he walks out of the lift on L17 the door open animation hasn't played and opened the door by the time he walks through the doorway.
15) "Hurray" should be spelt "Horray"
16) I didn't like the fingerprint puzzle. (a) I was pretty sure it was my fingerprints all over the screen, and (b) there was no indication you should swipe the drafting board. (c) Why does "Master Of Engineering" have funny capitalisation in it when the drafting board speaks to me? (d) Why does the door ask me "Why did you even think this would work?" - that doesn't make sense.
17) There's a graphics glitch on the water pipes next to the reactor sign
18) The save game option in the menu doesn't work. I clicked new save, but the "save game" one looks like it should save the game.