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Hello Sebastian; and thanks for sharing your project!

My specs: CPU: i7-10875H GPU: NVidia GeForce RTX 2070 Super with 8GB VRam and 32 GB RAM. I had no (Technical) problems running the game... It really booted my fans, though; it felt like a jet engine... (Free SFX, I guess? :) )

I only had one slight glitch; the atmosphere seems to flickered once or twice, within a half an hour session or so. It didn't appear frequently, only a couple of times.

As for the gameplay, I see this game as a nice educational tool. I also join DeemanInSpace; it is quite easy to get lost while flying blindly, especially when it is night time. Switching between overhead & chase cameras sometimes cause the player to lose orientation, as the overhead camera tends to end up on a weird angle - not following any cardinal direction or anything.

A compass would've helped a lot for directions. For example, a simple compass ring around our craft should both help us navigate, and keep our eyes on the craft. For chase cam, you can either show the heading slightly ahead of the craft, or even behind it... Latter is similar to how SCUBA dive compasses work:


The bottom picture shows the side window, where the diver can simply hold the compass towards the intended heading, and easily check the compass while swimming.

Another helper might be having the overhead camera always orient itself in such a way, that its topside is facing north, like an actual map...

Note that both solutions will create a new problem at the poles, where the compass/camera will swing around very rapidly... It isn't a problem for the compass, but the camera might need its rotation speed can be adjusted to make it less nauseating.

The city locations might've hinted better... One can get a hint at the night time, but the aforementioned disorientation is also effective at night.

Thanks again for sharing! I love watching your coding adventures, and it is nice to have a taste of it after all :D