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(+2)

This is a fantastic proof of concept for a sci-fi role-playing game and I certainly hope that you continue to work on this project. It's clear you've put a lot of work into it! I did a playthrough below: 

Some general thoughts of mine about the game - 

The foundational mechanics you have are great. You've clearly thought out the essential infrastructure for RPGs and implemented it well, with skills and attributes, dialog checks, basic combat and inventories. 

What really drew me to this was the degree of ambition you show in your environment design. You have lots of hidden areas, notes and terminals, and write characters with a really fleshed-out sense of worldbuilding. 

I think there's lots of opportunities to work on building the Corpus Edax base as a persistent environment and giving the player room to breathe and explore, perhaps with the use of some less linear secondary quests. 

Visually this is really neat. The PSX graphics are pretty solid but not shonky - there's lots of interactable items, animations, and basic physics to keep things interesting! The faces took me a bit by surprise though. 

Dialogue could be slightly improved. I'd definitely consider some feedback for unsuccessful skill checks, as well as the speed of the incidental / overhead dialogue as the speed may be too quick for some. 

I think the next big milestone would be an inventory overhaul once weapons are introduced. A linear list of items generally isn't user-friendly, and it may be more helpful to have an interactive grid-based inventory. 

This is super promising! I hope you continue with the project and build on the strong foundation that you already have with this prototype. 

- FSV 

(+1)

Stellar feedback, thank you very much. I will definitely improve this little prototype, most of what's wrong with it was due to lack of time. 

I wanted to push myself for the jam, but now in hindsight, I didn't really think things through due to the natural ambition of doing an immersive-sim RPG. I didn't scope this well at all. 

Regarding the feedback for unsuccessful skill checks, I'm still pondering between having the NPC give a negative reaction to your failed skill check, or just have feedback of not accepting the dialogue option.

I'll also revamp the first level as most players aren't really understanding the mechanics the game has to offer, and that is entirely my fault as I rushed through the level design.

Thank you once again for the feedback!