You got it! Iron Lung is definitely a inspiration: single scene, eerie atmosphere, questionable objective.
Good point about the booth gears volume, not the first time I hear this feedback! About the speed of the movement, I wanted it to not be super responsive to create some tension, but I guess since this is very unfinished, it annoys more than creates tension at this point.
I thought about a written note or something, didn't have time to give more thought to the story, decided to focus on the core loop mechanics.
The disappearing is because I just configured too little pods to spawn, like 15 in total, then nothing... :/ Idea is that this one would be in space, and there would be debris drifting around, perhaps oxygen leak, other interesting alerts...
I'm definitely interested in taking this project forward so thanks a lot for the valuable feedback!
Cheers!
Delta Parsec
Creator of
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The theme is spot on in my opinion, very good work on conceptualizing it! This really makes you question your decisions and hover over hards back and forth trying to think who you will turn away, and the sense that you cannot expand and take all in during that round creates an interesting emotion.
The major issues I had was that audio didn't work and text was too small. Also, the art looks interesting, but would've been nice to see something custom made. I had some trouble understanding what each action would yield (like giving a herb or doing another procedure). I'd suggest considering a design in which you want to minimize written tutorials and introduce features little by little so you can get players right to action in a satisfying way. :)
The theme is spot on in my opinion, very good work on conceptualizing it! This really makes you question your decisions and hover over hards back and forth trying to think who you will turn away, and the sense that you cannot expand and take all in during that round creates an interesting emotion.
The major issues I had was that audio didn't work and text was too small. Also, the art looks interesting, but would've been nice to see something custom made. I had some trouble understanding what each action would yield (like giving a herb or doing another procedure). I'd suggest considering a design in which you want to minimize written tutorials and introduce features little by little so you can get players right to action in a satisfying way. :)
Hi, that's a good question, when hurrying last minutes to submit I didn't have time to wire this part up correctly. So there are only 15 capsules showing in total and you have 10 slots for retrieving them into the spire., so if you don't see more you can hit the exit button. If you retrieve 10 the exit button will glow, giving you the hint of what to do.
What I'd like to have done: maybe increase the total capsules that spawn, and also make the exit button glow once there are no more capsules to spawn.
Played the game and it felt quite fun and engaging for a while! However, after a couple of minutes I realized that you can win most levels by just moving straight into the white hacking thing (which becomes less likely after level 10 or so). A few times something seemed to explode around me and even without the red blocks touching me I lost, which made me a bit confused. The theme also didn't hit to me, perhaps you can't save all the drones? Despite the simple art, I enjoyed the shading work, and the sound design. Well done for a first game!
I understand the appeal, having to choose between two awkward characters, the one that disgusts you the less. What confused me was that sometimes the trait is the exact same on both sides, which defeats the purpose of the choice. At the end, it was not that clear to me who was the winner, and I could continue clicking around and the traits would continue changing. But again, I get the appeal, if developed forward this idea could be unnervingly funny!
This sticks really well to the theme! Art style is quite simple, but gets the job done. It would probably be more engaging if the dialogs were a bit shorter and the action started sooner - it's pretty clear what to do, no need to tell so much! :) The gameplay felt a bit slow, I felt I'd like to walk a bit faster (come on, the reaper might come back at any minute!!!). And at the first time I was not very sure what to do with the heavier stones. Anyways, it's a nice piece of work, making games is damn hard, congrats!
Well done, that's a nicely crafted game! Getting started is very simple and it's easy to understand how to play for the most part. It took me a few rounds to understand that hanging a plank on the edge of the ark would yield more space only on the following round, so I played with a small ark for a while. Dragging and dropping can sometimes give strange outcomes like something floating far on the water, or then an invisible item on an island grid (that happened when I dragged items from the ark to the island on a trading spot). Other than that, it was fun to play through! And the sound design fits quite nicely!

