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Neph

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A member registered Dec 10, 2020 · View creator page →

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While the art is nice and the game seems interesting....

There's too much dialogue to too little gameplay. I gave the introduction mode a go and while I can tolerate verbose experiences: I have to care about the characters and the world to be motivated to read page after page of text. 

12-14 paragraphs of text for, at best, 7-8 seconds of gameplay. Is just overkill. 

I have no time to get used to the UI. Or anything the game is trying to teach me before I get bombarded with even more dialogue and exposition. For a world I don't care about and for characters I have no investment in. 

I did not make it to the third character before I realized this just wasn't for me. As I just cannot get interested in a game whose exposition is so heavy handed that it doesn't feel like there is even a game underneath. 

I feel like the main image for this submission does this a bigger disservice than anything else.  As it gives off a lower quality impression than this honestly deserves. 

I found this to be simple and straightforward. A fun little game with just enough difficulty to be challenging without being frustrating. 

I just wish I could resize the window. As it defaults to a size that obscures the dialogue between levels.

Thank you for your efforts! Any plans to work on this more after the Jam?

I like the concept for this, as it is pretty unique, but I feel the ship is simply too big and the gameplay flow is simply too much to handle.  While reading the tutorial made things slightly easier it still didn't reduce the overall work load. 

Knowing which tool fixes which problem is nice, but there's no easy way to know what's broken at any point in time. Even with the bridge giving power indicators, there's no way to know what the problem is until you get there. Then you have to go the workshop to get the proper tool. 

I cannot imagine how the experience would be for somebody who played without reading the tutorial. It must have been overwhelming. 

I never figured out what the Tier 1 thru Tier 3 parts did, nor why I would want to make them. 

The RNG nature of vital materials being constantly teleported onto the ship made a few runs outright impossible to progress. As I never got what I needed for long periods of time. With things constantly breaking: a game over was inevitable. 

I would recommend having the "red hue" to be limited to the sides of the screen rather than an override over everything. As it became difficult to tell what problems were happening. Since knowing which color relates to which tool was, at least initially, helpful with figuring out what problems were happening. 

I still like the concept. There's potential here. Thank you for your efforts!

Looking forward to seeing how they change things up when they're implemented!

Not big into vore, but this is surprisingly responsive and straightforward. Experience does seem to be a little on the low side, but I feel that's probably more a product of release and testing than a desired growth. 

Progression is pretty good. I presume that the action skills that are mentioned in the guide aren't part of the game as-is?

First off, I wish you the best of luck with development! I really like the concept and what you're trying to do. 

While this game is an unplayable slideshow on my hardware at this moment in time, I'm looking forward to seeing how this evolves. 

I did check the other posts, and I have double the minimum RAM to run this. So I'm not sure why it's so slow. 

So I'll keep this in mind and check in here and there as you update it and see if have better luck with another version.