The game page needs a screenshot or two, and could use the game's board layout as a background image...
heckert
Creator of
Recent community posts
I have a few ideas to improve the rotation which would allow a faster turn speed. And tuning the slowdown depending on the distance, so it doesn't hit so hard if the star is nearby...
As it is, even with the slowdown when you have another star targeted, at some longer distances it's still a bit difficult not to overshoot...
As for the ship being above other element, I should check the sprite ordering if anything managed to get on top of it...
I wanted to add some better indication where the ship aims towards but had some issue with that.
What's also missing is the progression where you've got a lot of fog from the nebula you stranded in at the start and the more connections you find the better the interference can be filtered out from your sensors to give a better view (and more constellations appearing).
Very ambitious in scope and quite unfinished...
The dialogue parts need a way to speed them up...
Main menu and overlays didn't scale properly.
Switching characters didn't seem to work, even though at some points someone else from the party gave their thoughts...
Make sure to properly embed the font for this:

After some attempts it occurred to me the mouse needed recalibrating with the center point after I read the note and then I could open the door to the room with the fireplace...
It would be better if one had a shortcut key defined for closing the journal page and also for navigating through the notes.
The transparency for the journal pane makes it difficult to read and with the amount of text (not a lot) the font could be much larger.
It would be nice if there had been at least some notes in the bedrooms to read, and at least a final info "this is all we managed to do for the game" should have been easy to add...
I wonder what it will become if you added some more time to develop the story you seem to have in mind.
If the connection is supposed to go from left of field to the the right hand side it seems to me about the only way this can work is having two straight pieces (light blue) and one that happens to close the link...
I also had the issue the controls not being shown correctly. the font glyphs should be packaged into the game.
On the plus side is the raster is shown in the background so no (mis-)guessing which column you're in with a piece still quite up the screen.
Second time the explanation about the booster runes didn't go away for a long time. There should be a way to actively dismiss it and halt the game play until you do.
There doesn't seem to be a way to rotate either the active skills/units or the boosters which can make the boosters rather pointless if none of the skills is pointed in a direction you could connect them...
I had the miner of course, and a soldier in the second play. Is there also some sort of healer unit?
At first I couldn't quite find the actual playing area and was flying around the building instead of into the entrance to its inner section... That clearly needs some better indication (and, as you already mentioned, some limits to keep the player within the level).
The packages actually seem to be quite heavy, so the rubber band might break when the package gets stuck at some corner and needs some careful maneuvering around. Especially when turning downwards where the player's drone goes much faster than the package (and then might get crushed below it). :)
The drone motor buzz sounds quite realistic, especially when you try to lift up with a package in tow.
Nice touch there were several BGM tracks!
The Z/Y swap shouldn't be an issue, games usually connect to the physical keyboard layout.
Also, since there's no overlap, simply read both keys for the same operation ;)
The heavy cargo job at first gave me some issue where all 3 indicators were green yet I couldn't lock in the cargo. I reset the lift and slightly adjusted my position and then it worked...
There could be some indicator to point where the designated area is... Maybe also add some bird's view map with markings...
The reward panel disappeared too quickly...
The simulation aspect was surprisingly complex and well executed.
Can you add a Linux build for the downloads?
So, it's climbing up to that guy to talk to him to begin the night, which is the actual game...
I get to hunt down some stuff (and I'm fairly sure I *did* find a tomato on the third round where I used that trampoline to get up to the rooftops for scavenging), but eventually I get discovered by one of the dogs and attacked.
I did try to hit back but all that LMB did was turn off and on the torch. not much damage to the dogs that I could see...
At some points I had some issues with heavy Z-fighting taking place (that mysteriously went away when I turned around and back) and some of the other racoons were standing sideways and when I turned a little bit suddenly they were showing their back side...
There is potential, but the game clearly left the oven far too early...
Hooking up the wires is rather frustrating, they might pass through the pins instead of wiring around.
There seems to be some maximum range for each of them, but it seems to be a combined value when the wire gets split?
Very solid idea, but would need more work for refining the mechanics.
I did get up to the final level, eventually.
The view seems to be cut off at the borders...
















