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I really like the character designs, as well as the ship design, but the art styles do clash a good bit. Obviously we only had 8 days and finalizing a style and creating art for it just isn't in the time budget, but if you guys are gonna continue with the project, I'd either lean into the cartoon aesthetic of the characters for the environment, or go the other way around and get some nice 3D models cooked up for the characters to match the environment.

If the environment is all original though, it looks great! Performance was a bit rough, but optimizing will come I'm sure.

One tiny thing of note: obviously a lot of games use E for interact. You by no means have to abide by the status quo, but if you're gonna switch it up, a little tooltip when you walk up to your first character would be a nice touch (even if you were to use E this would be nice, imo never let the player assume anything). 

It's a nice little prototype though! I wish we could have had a little taste of the dating mechanics, but again I understand there wasn't a whole lot of time. I'm excited to see where the project goes!

So yes, our environment artist did make all of the ship pieces in the jam timeframe! Our plan was to use post-processing to add a colorize and toon filter over the game, but due to the time constraint we have only just recently started working on that. It should be implemented when we release a fix for the stutter soon!

The reason I went with left-mouse for interact is because it is typically what I see being used in indie horror games here on itch, and is a preferred method of mine as it allows for q/e to be used for strafing, or other interactions as well since the game doesn't have any combat. The controls are listed on the game page. In a full game I would like to use context UI similar to what you would see in Zelda, and I may look at implementing that in the fix as well, as I really do think they look nice.

Thank you for the detailed response, and for giving the game a try!