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(+1)

Hey!

Sorry for the late response, I'm checking as often as I can but we're really new to all this and got a bit overwhelmed with everything going on around publishing for the first time.

Firstly, thank you for playing! And for providing in-depth feedback, being able to watch you play and comment was eye-opening to a lot of things but I'm also really glad that some of the things you mentioned are already on our to-do-in-the-future list. For instance, we want to look into the player having the control over the speed of "flight" between planets, either with mouse wheel or holding down a key, 30 second flights throught the whole game are not acceptable.

When we started playtesting ourselves we also soon realized the maze is an absolute pace killer in it's current state, but left it like that to test the concept of maze solving only with the use of footprints. We will eventually probably switch it with a different planet that's gonna have another type of puzzle and more story-related content and introduce the mazes later on. I want to hear your opinion if you don't mind, do you think we should put more hints on how to get through the maze to make it easier and more interesting, or just leave out the mazes altogether?

Finding the key on the third planet has a puzzle behind it (having to do with the picture of the tree that you found) but right now it's really easy to miss the start of it that is hopefully supposed to hint you in on how to solve it. We're aware of that, but need to write some code to fix it. We'll also look into third-person view which is another thing that we didn't manage so far, but thought of.

Hopefully this will already solve some of the gameplay issues, but regarding that, we were worried that the whole thing feels a bit dull right now, mostly on the count that we didn't implement any story elements yet. This is why you had no idea what you were supposed to be doing and we're sorry about that... To be honest, this demo is mostly us being proud of finally having something playable in front of us, it's our first project and we want to learn game design through it. Evidently we have a long walk in front of us but yeah, without putting something out there and start gathering feedback, it's gonna be a hell of a lot longer, thank you for your input!

And I couldn't be happier to read and hear your comments on the visuals, game's visual designer responding here. So on behalf of the whole team, we're really glad you love it, and from me personally, thank you, it means a lot!