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I really like this game and am for sure going to be voting on this piece for the Indie Game Making Contest. A few things I liked about this game were  (Spoilers?):

-The soundtrack was lit af, it really gave off this future-punk vibe and there were enough tracks that it didn't get overly repetitive. There's also an in-game music player where you can listen to tracks not currently in the game and I'm particularly excited for the shopping soundtrack.

-When I first was interacting with the puzzles in this game I was worried that they were going to get redundant quickly, but this however was not the case and the puzzles within the game were done well enough that they took skill but never outstayed their welcome.

-Combat seems like it will be pretty unique and the promise of a customizable ship is something that I'll definitely be looking out for.

-The story of this game is pretty unique overall (Despite the little details which I'll get into later on). The story is enough to keep you interested and follows a pretty unique storyboard. Most modern games's, movies's, and books's stories are driven by goals like recovering a loved one, saving the universe, or ambitions like being rich, or garnering a position of power. This game keeps the player interested by intrigue alone; What kind of loot will you find on this spaceship? What is on this chip and why does a crime-lord want it? What are my protagonists's backstories?

Having said all of this no game (especially a demo) is without its shortcomings and there's a handful that I'd like to touch on (NOTE: I do realize this game demo was pushed out for a IGMC18 release and as such they had to make cuts and exclude some of the things I mention however, these are some of the things I'd like to see worked on as the game progresses).

-My largest complaint, so I'm putting it first because I deem it most important, is what I call "The little things". Something that makes a modern game fun is having so much to interact with and explore, and having a unique way of telling a story. This game is incredibly linear, which isn't a problem in itself, but one of the first puzzles in the game works like this:
1. Go into room A
2. Flip a switch
3. Go to the top of room A and activate a terminal which activates ANOTHER terminal.
4. Go into one of the rooms adjacent to room A (a room we never have a reason to revisit) and find a flashlight.
5. Head to the top of room A again and enter another room adjacent to room A which you need the flashlight for where you'll find the passcode you need to activate the terminal you activated earlier.
6. Enter this room and get a crowbar you will then use to break boxes and clear the way to other areas of the ship.
I feel as thought some of this could have been streamlined or at the very least made more interesting by scattering some loot around the areas you explore; surely on a derelict merchant ship you can find something of value just lying around. Cutting out parts where I need to go to one terminal to activate another terminal just makes the gameplay flow smoother, think back in the day when you would press a button in Zelda, to lift a floor where you could flip a switch, which would activate a bridge that would take you to a lever which would finally open the door you were looking for.

-I had mentioned earlier "The little things" as far as game mechanics go but now I'd like to talk about how it affects story. You're given the story in this game in massive blurbs instead of gradually throughout the story as you explore. You're given some brief exposition when the game starts about your characters and how they got there, but the next time any kind of story or lore is mentioned is when you're nearing the end of the playable section and have found a treasure trove of weapons and the story is being shoved down your throat all at once. I had mentioned before in the "Things that I liked" list that I like the story very much, and I do, but I feel like the creator has an amazing ability to come up with a very compelling story but just isn't sure how to tell it. An example or two I'd like to give is maybe while we're exploring this ship we come across info-logs in terminals, or a leaflet in the stack of paper we look through for a passcode for a door. Just to flesh out the world we live in through more than dialogue between our characters, it's much more interesting to read a log where the government was exposed for human experimentation, but then a conflicting holo-vid later on where the news claims it was a terrorist facility and not one of their own so we know that the government is corrupt and control media outlets instead of out boss saying: "The government is bad, evil, and lies to their people"

-To no real fault of the game creator themselves, the game contains a lot of default assets (and it also contains a lot of new assets please don't misunderstand me as forgetting the work the developer put into the game). Something the creator should look forward to in the future is adding their own touch to things like the locker texture, or the shelves or the flashlight, and things of that nature. An animation when you smash boxes would be something to look into also because as it stands it's a little dull.

In conclusion, I'm really glad to see another game in this genre come out, and one with an extraordinarily competent and talented creator as well. I'll definitely be rating this game for the IGMC18 contest and encourage others to give the game a try and see what they think for themselves. Keep up the good work!

Thanks for the incredibly detailed and extensive review. I just want you to know that I will definitely be taking your thoughts into consideration as I continue to develop Junkdogs. I appreciate your support!