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(+1)

As the other have mentioned, the quality and the amount of content is very impressive for such a short jam. Very nice visuals, good sounds, TWO game-modes, a story-line and the game is long.

Really like when the story is told without interrupting the game-play to much, it was at times however, a bit hard to follow. It felt at times that the dialog bled-into one another at times, as the dialog sometimes auto-continued (I think?) making me miss parts (more my fault then the game).

While the game has a very nice presentation, I found that it lacked feedback in certain parts. The analytics of the planets where clear, you had a great "pointer" visual to find planets that helps players stay focus, health-bar, level-progression etc. all the important stuff is there, however I would have liked to see more of the smaller details. The combat for-example was lack-luster at best, the laser-hits lacked any impact, there was no great indication when you took damage (except the health bar visual), the ship felt rather "stiff"-flying in space. That I think is really my main critique, while it looks great, the entire game felt rather "stiff", think about adding more subtle animations/visuals to add a bit more "life/motion" in the game overall.

Also, while I did like the on-planet segment, I felt it was lacking from the otherwise great space-ship part. The "mouse-only" limitation was not as nicely implemented, and while the digital-buttons work, it felt like a rather cheap solution. Also the mode lacked the objective pointers from the ship-part, and while the levels where not that complex, I felt I had to just take a stab in the dark to figure out where to go, especially with the fog blocking so much. A bit to trial-and-error for me.

A great game! One of the best one so far.

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I surely should have made in-space experience better. Drawbacks of an over-ambiguous project that was made in less than three days ¯\_(ツ)_/¯

But on planets? Going here and there, bumping with your robotic head into obstacles being in almost complete darkness is a part of experience XD And if seriously, along the plot, you need to search for unknown artifacts by exploring abandoned stations, so I see on-planet pointers or UI hints unsuitable. I feel that it is better to push a player towards exploration (which is rewarding as all the sideways grant prrrecious crystals).

Thank you for such a detailed review!

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Ah, true. In relation to the story then that choice on the planets makes sense. Always found it a hard balance between what the story demands, and what feels best game-play wise. A middle option would then to instead have visual clues as part of the environment or dialog that at-least hint on where to go (I don't think you had that already? Or I just missed it). However, as I mentioned, I actually never did get completely lost while playing, so it could be said that the levels are already well designed already :)

Also, was diffidently a good choice to have extra crystals to gather, definitely had your desired effect. Always nice to get rewarded for exploring and making it a complete waste going the "wrong" way.