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spacegamedev

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A member registered Jul 05, 2020 · View creator page →

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> Is there a point to how you "connect" things on the upgrade grid?

At this point no. It's just a placeholder, in the future upgrades will have more interesting modifiers and it will focused on correctly positioning them on the grid.

I agree with everything else, it's just very early version. I didn't think of time delay though, it might be actually a good idea.

Thanks for playing :)

Things I liked:

  • Verticality of the map.
  • Default alternate weapon that shoots the rocket vertically up and then it comes down. It's pretty fun to use though I didn't understand it at first and whas taking damage by shooting it under the bridge.
  • Truck on top.
  • Drawn portraits, propably wouldn't like them in a AAA game but they have soul. The designs are nice, would still be good if you decided to go digital instead of hand drawn.

Things I liked less:

  • The default left click weapon. It doesn't do that much damage but takes forever to reload. I kept finding myself trying to repeak after shot thinking it must be reloaded now but no, could not shoot yet. Minigun was just so much better and more fun to use.
  • The laser enemy - laser is too thin and in the beginning I didn't know what was damaging me.
  • Randomly game has stutters, a stutter takes like half a second stuck on a single frame but then continues on. Couldn't figure out if some specific action causes it but otherwise my FPS was good.

Overall I think it it has potential. I was getting strong Shogo vibes. Not sure if it was some kind of inspiration but if not you should look it up.

Quite fun game. I played through first 4 or 5 levels. I would love if envirnmental stuff like cars crashing people where more common.

In one spot I was confused a bit. Game suggested to go around and if you did you could hack two roombas but they were behind the door so shouldn't there be no LOS to them? One way or another I didn't understand what roombas do, they were in another level also. I just shot people in the face instead.

Overall I enjoyed it. It's quite interesting that the game seems to be about puzzles but in some cases you can just shoot your way through. Makes it less irritating when you are stuck one some of the puzzles.

Yes, the game is in very early stages so pretty much all assets are placeholders.

You can get more than one weapon already but what you get to chose on level up is random so you might have been unlucky. I don't want them to be perfectly balanced. Since it's random which one you see except the first one you will not be able to pick the best ones consistently. So it's fine if some are better than others - within reason of course. That being said, current balance is not what I plan but since there aren't many harder enemies there isn't much to balance them against at the moment.

Right now all weapons can be chosen as a starting one but that will change, since some of them just don't make sense as starting one. Like the rotating discs which really only work as support weapon.

Thanks for playing :)

I like that this game is very focused on it's main mechanic.

My thoughts:

It would be cool if there were more resource specific facilities like steelworks.

I like the idea that energy is a "mana-like" resource but at same time you can also directly sell it for money. Seems to enable different kinds of "builds".

Powering buildings feels a bit redundant, they could just consume power on use. Command hub could just grant "Next use is free" buff.

It would be nice if price of resources always showed on hover, I found myself constantly clikcing trading hub to check prices.

Depart from planet could show somewhere how much resources will sell for in total.

You can't actually buy power from headlight array because after first free use you need to pay more than one power to use it but you can only buy one power. So you will always loose power with it no matter what.

Overall it's pretty interesting, I enjoyed it. Randomisation of what resources you get forces you to adapt and think carefully what to do instead just doing the same strat every time which I found cool. I also liked that facilities had two different abilities focused around the same mechanic.

Hopefully it should be fixed in now.

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Is there file called CrashDump_somenumbers next to the .exe file of the game?

If there is please upload it here: https://www.dropbox.com/request/0UnKRGFMcngFLcpxOp57

Thanks for testing, I just uploaded a new version that should produce a dump on crash. Would it be possible for you to test it?

Unfortunetly these are standard warnings, so it must be some unknow issue I don't add any logs for, thanks for checking this :)

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I loved the aesthethics and polish of the game. Rotary gun is very fun to shoot.

The only problem I had was with with enemy visibility. Especially in first level since they have similar colors to the background.

There are alot of little  details like kicking the cars which was pretty cool. Overall I enjoyed it and I'm looking forward to where you go with this.

To small technical details:

- mouse cursor in the main menu is pretty choppy when it moves, not sure why, the gameplay is smooth

- you could add the 2x scaling option, window can be resized but it's hard to nail exact ratio and without it the window is tiny on 1440p monitor

Can you try running the game from command line to see if it prints any errors?

Thanks for playing, this is very useful feeback!

When I submitted the game last time it was not possible to naturally move between ships or ship/planet. You had to use buttons like unload shuttle one to teleport everything in and out. The reason for this is that each ship is seperate simulation and making people just walk betwen them was not possible. I reworked this whole system to make it seamless that you could just order crew to move to the ship and they would without any buttons or teleportation. Sadly I didn't quite finish it in time and there some are unfished things as well as features from previous version of the system that just don't interact with the new one. For example "unload shuttle" button or the one that crashed the game in the end.

You also found some bugs I was not aware of yet and some things that are very non obvious. Definietely a lot of actionable feedback in the video, thanks again :)

That's understandable, it's not intuitive at all. I'm trying to get all features working before I work on tutorials and user experience. Thanks for trying :)

This video was extremely useful. As you can tell the game is in very early state and it has tons of usabilility and user experience issues, and almost no content. I was aware of many user experience issues but you actually brought my attention to many i was not thinking about since I'm so used to things working in specific janky way.

I also saw in the video that placeholder shadows are not showing which allowed me to find a bug in my opengl code that was the cause of the error logs and abysmal performance. This would be very hard without the video.

Thanks for playing and feedback! :)

That's pretty cool, good luck!

Graphics look pretty good, I like the dithering.

What are you planning to do with this in the future, is it supposed to be your take on devil daggers or will it go in another direction?

Very interesing. I liked game and menu graphics, very clean design.

One thing this game could use is some usability features. It would be great to have a visual layer for different tiles efficiencies, I had to click surveyed tiles one by one to find where is the best place for the building. 

I'm not sure what dungeons do, I completed one but nothing happened.

Overall lots of potential, more interesting than many idle games that have only one resource.

Pretty fun game. Feedback:

Chatter between characters is pretty interesting.

Mechanic with switching characters is good idea. I liked that it was used extensively.

I got stuck for a bit in the pitball, it was hard to move one ball out of the tunnel entrance. It was worth the joke though.

I liked that there was a combination of skill tests and puzzles.

You should be able to enter the level with action button. IT's a bit unintuitive that there is action button but you use jump to enter the level. I think both should work.

Boss fight was pretty cool, I liked narrative idea with biting off the tongue that upped the challenge instead of just doing it without reason.

Overall good game, looking forward to future versions.

Yeah the resolution is not modyfiable right now. I problably should prioritize it more.

Thanks for playing and reporting the issues :)

The game is very unintutive right now, there are some multistep actions that are not obvious at all so don't beat yourself over it. It's something I'm working on improving and simplfying. I'll look into the transfer bug.

Thanks for playing :)

It's pretty good. I managed beat the boss.

Things i liked:

  • Graphics -pretty good, player animations are very smooth. I really like the animated cutscenes.
  • Music - not sure if it's original or licensed but it's really nice and fits.
  • Style - speaks for itself
  • Orignality

Things that might be improved:

  • on hit sound
  • better telegraphed attacks
  • level design (city is super nice but some club rooms felt like platforms are placed at random)

Overal I enjoyed it I definietly would play finished version based on this demo.

Super strong Q1 vibes, which is great.

  • Some weapons are more fun then others, almost machine rocket launcer is really fun but for example pistols are a bit bland. Is there a point to silencer?
  • You can just outrun all enemies running backwards and those who shoot have very slow bullets. This makes the game a bit too easy. 
  • I grew up with Quake 1 so I really like the graphics.
  • I really like how enemies get blood on them as they get damaged and how the big ones explode with meat chunks.

Overall very fun. I look forward to future of this project :)

Should be fixed now :)

I think i fixed it, can you try again? thanks :)

I fixed some potential errors in the newest version. 

I'll have to add more robust logging and quit after first critical error in the future versions to debug issues like this. Sadly it's to much work to make it for this DD. That's what I get for naively hoping that if it works for me it will work for others. I wonder how widespread this issue is.

Do you know what opengl version does you gpu support?

It's like rimworld/dwarf fortress on a spaceship. Has very little content right now. There are some usability issues but game page describes gameplay scenario that currently works.