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Swaggy47

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A member registered Aug 22, 2021 · View creator page →

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(1 edit)

I really like where this is going so far! There was a really good atmosphere here that was pretty spooky and gave a mix of ss13 & votv vibes personally, some suggestions though:

- Decrease the frequency of random doors and events happening. I felt as if I heard some noise or something multiple times a minute, these little spooks somewhat lost their eeriness and surprise in my playthrough, and even as my cabin lights shut off I wouldn't bother getting up unless some critical system got shut off.

- Some bugs regarding movement speed during the 'hide' section & potentially the monster itself. Tied to fps? After the second life form got detected it stayed in the same module the entire time I had played, never moving. And during a segment that told me to hide I got up from my chair but before I could even reach a door my movement speed slowed all the way to a standstill and never recovered, even after. Stuck in place until my o2 was shutoff and I starved. Essentially a softlock :/

- Increase the speed of the ship, at least the turning, or add an option to hold shift to boost it. I felt like I was moving a fridge even at max thrust, maybe that was your intention, but it felt sluggish and tedious to play, especially when finessing the coords just right. Some side-to-side thrust would be cool too!

Overall though, outside my technical roadblock, I actually really liked this game and see a ton of potential in it. There's a great premise here, a captivating and scary atmosphere,  some cool world building, and I just love the awesome non-diegetic physical interactions you have with buttons and levers and such. With further development this will be amazing!
I'll definitely be keeping my eyes on the project!

Great work so far! :)

(4 edits)

Came to try it out after seeing your devlog which really interested me, your content deserves more recognition!

Visually really impressive and built on a neat premise! Though I'll admit had a lot of trouble finding the correct passcode for the door & ended up needing to watch the other commenter's video, turns out I understood the puzzle of it, but got confused by the signage. :/

Feedback:
- I had to play on my second monitor as it would only launch onto that one and was stuck there since no windowed mode exists.
- I wish the enemy were a bit more ruthless, even if it would contradict the ending a bit. (perhaps ramping up as you collect more gems?)
- Different behavior when the player has an empty inventory, as there doesn't seem to be any threat at that point.
- A fading trail of footprints where the player goes as I felt I was going in circles at points with similar looks of things.
- Different colored walls for each sector? Might help with the backtracking & signage problems I had.

Overall a fun short experience, I'd rate 7.5/10 :)

Good work!