Holy moly this is an impressive tool. I got around 13k for crashing on the moon I think
Oarc
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This looks very promising! Well done! I played the 3 tutorial stages. I tried to figure out how to get back to the main menu but ESC just brought up the 3 tutorials again and when I tried to switch to another the game crashed. (Windows build)
I'm curious if you plan to handle time warping in multiplayer? Or will the overall scale that you're planning on not require it? Is the plan to have the setting stay around an asteroid?
I don't know that I'm a fan of games with in-game UI. I like to be able to fly from map view but I think that wouldn't fit with your game design/aesthetic. I appreciate the clear effort and attention to detail in the ship's internals and was able to use them to align my orbit to the station but didn't play far enough to attempt a rendezvous or docking.
Any chance you have something that can easily be imported into Unity sliced and named? These look wonderful.
(Or is that already provided and I just didn't realize? I get it is 8x8, but looks like a lot of the sprites are made from multiple blocks combined together, was wondering if that was already easily available somehow. Thanks!)
Ah now I understand! Yep, it can be tricky, especially since I'm sure we missed some important synonyms... But typing random letters can be a bit of a trick to find the missing items as well :)
We do plan to add more synonyms as we find them and possibly add support for some other languages in a future update.
Thanks for giving it a try and giving us feedback!
What do you mean about canceling words?
Yeah, I was thinking maybe we could make menu/button interactions require a special key press first or something like "press tab to interact with menu buttons". Need something to make it less confusing for sure...
Thank you for the feedback! Yeah that's one of the most difficult maneuvers in any space sim game. One of my TODOs is to add more embedded tutorial videos, and possibly break down the rendezvous mission into more steps to help guide new players. Let me know if there were specific questions or problems you had when trying it out, and I'm glad you stuck with it so long, thanks for giving it a good try!
Thanks for the comment! Yep I noticed the water weirdness but haven't had time to debug the shader yet. I'll look into that turret mode exit bug thanks! I'm glad you played that far through the game!
Yeah there's no roll control using the mouse controls, I'm not sure it's necessary though (until you're in turret mode). I'm still trying to figure out ways to make it more newbie friendly for those who never played Kerbal and don't know how to use the navball.
The n-body prediction was a fun programming challenge! The atmosphere drag (if that's what you meant by planet drag?) is a very simple scaling force that depends on height relative to the surface and speed of the craft. (Higher altitude and lower speed means less drag).
Thank you for the comment, yep there is almost no audio right now other than a couple of sound effects for testing. I'm waiting on someone right now to send me some music. I'm hoping that happens soon so I can put it in the game! Audio is one of the things I'll be working on next now that I have all the functional pieces done.
Thanks for the comment!
Yep, I actually had a fuel limit implemented previously, but it makes the game a little bit too hard. I might add it as an optional difficulty setting. For new players, running out of fuel gets very frustrating, and it's not a full sim like Kerbal where you can plan your delta-V requirements ahead of time. I'm not 100% decided though and I definitely need to play test it more and see how it goes...
Agree with the other commenter, would be nice to have some ambient effects/sounds. I don't think I can comment on the story itself, it's definitely not for me. I don't really read/play visual novels at all, so I'm probably not your target audience. I kind of lost the plot after the first few scene changes.
Only issue I saw was in the text history, there were some overlapping lines. Other than that, seems fully playable.
Going to be honest here... this feels pretty basic. Like followed a tutorial online and didn't do much else kind of basic. You have the basics in there, but it was pretty painful to play. Slow loading, painful audio and controls. You could definitely try to add some effects to make the movement less of a teleport, and tune the jump so it's more responsive.
What the other reviewer said, a good "my first game". Neat idea, has some of the basics there (an intro, sound, the basic functionality). I thought I had gotten water positive when it told me I lost the game :( and yeah, lots of confusing messages/errors after that (multiple pop-ups saying I was or was not water positive back to back).
Minor tip, but make the text automatically finish loading so it's easy to read, before you let someone skip it. Other than that, I understand the basics of the game but a more guided tutorial and improved visuals/UI will help for sure.
I couldn't figure out how to make the guns fire. I clicked on some of the action abilities, it shows where it's going to shoot (is my guess) and then nothing happens when I execute the turn. Clearly I must be doing something wrong? The moving of the ship is fine and I understand what the controls do but I have no idea where to see the ship's ammo or how to use their other abilities (beyond launching some of the smaller ships).
Other than that, I can see you made a lot of progress compared to before! The visuals look good, the audio is decent. I think the main thing that is missing is a clear tutorial and explanation of all the UI. A dark overlay in the pause menu (to darken the game view) will help make it more readable too.
Looking forward to seeing how your game progresses, keep it up!





