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(+1)

I like the concept, and oxygen was a nice twist on the hunger mechanic, but it doesn't seem possible to win this. The level design meant getting stuck in a dead end was inevitable. No itemization and no combat took points away from the roguelike score for me.

Thank you for your honest feedback! I get the itemization and combat detracting from the roguelike experience. Having a more fleshed-out item system was a comment I got from the people who playtested it and is something I may flesh out more in the future if I choose to continue tinkering with the game. The lack of hack-n-slash gameplay was a complaint I also had but could not figure out a way to work in with having a single enemy, I'd appreciate some more feedback from you on ideas that you might have about that. As for the level design, I totally get that. The binary space partitioning system I wrote has a habit of creating a really long vertical area for a reason I can't figure out and have been looking to fix, as well as adjusting item and enemy placement to prevent the player from wandering too long in a dead-end direction and suffocating or being cornered by the monster. The monster speed progression is also an area that should have been improved. Again, thank you for your feedback and I'd appreciate any more you might have. I hope you at least had fun playing Nostromo.

(+1)

I did enjoy it! Alien was one of my favorite movies, and I named one of my cats Nostromo :-) Was just pretty clear this game could never be finished -- the alien gets too fast and you will not be able to get away, and I never got further than the third or fourth floor? Since it soon becomes impossible to do anything but head straight for the exit and hope to find some air along the way. Maybe some sort of move that could make the alien flee for a few rounds? Maybe once per level?