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(2 edits)

Just some thoughts while playing:

- Immediately cool concept and mechanics prototype. Awkward controls right now, but I like this kind of shit.

- Holding an apple, it seems strange I can't eat it, but rather force others to eat.

- You can grab static interactable objects like the windows (or, obviously, the ladders) to climb. I think this should actually be a feature - being able to climb on everything would be great. Could modulate it by a stat or something, if you're adding those. Also, I actually kinda like the left click, then right click, etc. climbing system.

- A quick note about the graphics: if you're going to go for the pixelated art style (which I personally really enjoy), you'll want to attempt to make your nearby mipmapping on textures 'linear' or 'nearest' filtered. This will make distant shit look crispier, often times noisy even - which can be mitigated a few other ways while retaining the 'sharp' feel.

- Kinda feels weird that pressing 1,2,3 goes "interact, grab, attack" when the buttons aren't in that order.

- I'm not 100% sure you would need to use both hands for a majority of tasks, especially setting both hands to separate modes, but I suppose it is nice to have the option in an imsim like this.

- I think you've found a good system here with each grabbable item having a single 'special' function. Works pretty well for most things. An inventory would help but I'm not sure how you would integrate it with your current interaction system.

- Aside from many bits of jank, the AI is amazing. The fact that I can ask for what they're holding or give them shit, ask questions about any of the topics I know, fuck with disposition, etc. And that they react to everything, like calling security on you or saying "Are you here to grab me again, creep?", moving stuff around like a broken vent (to presumably repair it?), amazing shit in general, and the foundations for a really good sim game.

- "Airlocking" people or breaking windows is an awesome feature. Wondering if there's going to be some atmospheric simulation like SS13. At the very least, being able to vent specific rooms by hacking into or destroying an O2 control system would be very cool.

- The AI has trouble with stuff like repairing the vent I broke up on the ladder area. Poor bot is having a crisis - he can't figure out how to fix it because he can't climb. Security also doesn't really like stunning me even after telling me I'm going to the brig over and over. After he's already dragged me to the brig, he just keeps telling me that I'm going to the brig over and over, and eventually lets me go.

- Got the rat by luring patti away with a terminal, lockpicking the door to the supply closet (difficult-ass minigame, by the way - probably a good thing), getting the screwdriver, moving the boxes from the pile and unscrewing the panel behind them (I actually love that you have to unscrew each individual screw) without the robot getting too curious, climbed the ladder, grabbed the rat fucker and threw him at patti.

Overall: My favorite game of DD49 so far - I love a good immersive sim and these mechanics are a great basis for a potentially amazing game.