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snsvrno

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A member registered Feb 23, 2018 · View creator page →

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Good roguelike, liked the setting and the lore / premise around it. The visuals and graphics were great, thought they all worked well.

I got the WRNN, wasn’t sure what happened afterwards but then tried to get as deep as I could until I died.

Overall I really enjoyed my time playing it. To expand it I’d like some kind of world lore hidden within the world so I could get more from exploring besides resources.

I really did enjoy the feeling when I was missing certain resources for the WRNN and going out on missions to the world to find those resources. So I was only looking for metal this run and tried to stock up and then the next run a different resource.

Suggestions

  • the character animations look weird if you keep moving in the same direction because he always steps with the same foot. to make it look nicer you could make the animations alternate so that one the first move its left forward, next right forward, etc .. so it looks more natural walking.
  • having to use the mouse to confirm and navigate the workshop feels jaring, i would rather be able to use the keyboard (on the same keys using to play) so that i don’t have to move my hands
  • at first it was hard for me to see the doors (i felt they blended too much into the walls). but after a while they became more obvious. i’d recommend changing them to contrast a little more.
  • it would be nice to have your inventory more displayed in the work shop, or at least show how many items you are deficient when trying to build the WRNN, i had to go back and forth between the storage and WRNN page to see how many resources i still needed and what kind

The game turned out good, though I feel like the camera is too close to the player. I would like to be a be able to see the enemy ships before they attack so I could try to avoid them. Right now I fly around and usually get hit by things I cannot see (loosing some health) before I can react. That coupled with how little health is out there makes it feel like the game is just a “losing game” where you can’t really “play forever” because you will always get hit, and always lose life.

I really liked how you implemented the shield mechanic. Especially how when you enable it, firing will hit your own shields and start dwindling them down.

Took me a few tries to get to the end. My last run was really in my favor and I had an inventory full of medkits / stims so there really wasn’t ever a concern about dieing.

It was well put together, I enjoyed the exploration.

One issues was that the random for the items wasn’t smart enough. The first run I got lots of floor plans, no meds. The last time was basically all meds (too many for the game to be challenging). I’d look into making the item spawning algorithm to do a check to see if medkits are required. For an easier difficulty it should probably look at the floor enemies, see how much damage they could do and do a calc based on that. And for harder difficulties it should do the same thing but also check the player’s current inventory.

Adding some random level layouts (or mix them up, moving the objectives) would make it more replayable.

Great job!

I agree. I was planning to make a “disc economy” where different kinds of discs get unlocked by how long the “players” survived.

In its current state it seems more like it’s going towards a party / local game where someone makes a room and the some others try to survive it, and then people keep trying to best it.

Thanks for giving it a shot!