Our game is really more of a very WIP tech demo so there's not much there. We overscoped quite a bit and I was very unfamiliar with the engine. I'll definitely grab the latest version and give it another go!
TalonTheDragon
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This was fun. A few notes:
I think the game is held back slightly by only allowing you to turn in what seems to be 90 degree increments. I often had to wiggle around and move back and forth to shoot an entity properly. Maybe having additional keys, like q and e, for more fine control there might be nice.
I sometimes felt like the environment reverb/echos were a little bit loud and made spatial information harder to track.
But the sounds were excellent in my opinion, and it was a fun time overall.
I loved this! The divining rod works great, combat was simple but really fun, and honestly the only thing I can say is that I'm sad that I'll have to wait longer to play the full game if you do decide to finish it. I stopped at your dev note telling me to stop if I don't want spoilers, but I don't know if I can really keep my hands to myself for long. haha.
There were a few bugs, for example I managed to get the lock on sound to be stuck a few times by triggering a dialog/menu/etc. while it was playing, and Valencia doesn't despawn from near the mines when *the* cutscene plays (you know the one, major spoilers), but honestly for your first audio game you're doing really well in my opinion. I want more!
The locking on works great, holding R and turning works really well, maybe having a quick 360 scan where it plays sounds from the direction where something is + announcing it for a quick sweep without changing your direction? Maybe a bit more ambience sources to make the world feel more alive? But I'm kinda grasping at straws here. This is cool.
Oh actually, one thing. The quick combat instructions only say the buttons for gamepad, not for keyboard. I poked around until I accidentally discovered that it's z.
Oh this is great fun. I really enjoyed this. There was one crash somewhere around engineering when walking into a door. It was right by the second airlock.
But I really loved this. I'm generally a fan of first person experiences and the echo/reverb trick was cool. The story was interesting enough. The puzzles were simple but enjoyable. The sound was great, the voice acting was great, I dunno what else to say without repeating myself. You should make more games like this. I'd play them.
Hey, a quick question. I think it would be relatively easy to add visually impaired/blind support to this game. Is this something you'd be interested in?
You're already doing quite complex sound work, even including spatialization, so most of what would need to be added would simply be more of this. The rest is text and menu accessibility, which would need to be spoken using TTS. You're using Love2D, so you could use the Love2Talk package by Pitermach on GitHub to easily add TTS to the game.
I don't want to overwhelm you with too much info right off the bat, I've just been following your progress on this game on YouTube for a long time now, and I'd really love to be able to play this game myself, and I believe adding blind accessibility shouldn't be a huge task! There is quite a big community of blind gamers out there that would potentially want to play it as well. But if this is something you'd be interested in, please feel free to reach out, I'd really love to help!
Hi! Yes, those keys definitely angle your ship. This affects everything. The game is fully 3d, and your gun always faces forward. If you angle up or down, the projectiles will also move in the exact direction you're facing. So if you face too high or too low, your projectiles will either fly over, or under, the satellite you're aiming for. This is also the case for picking up debris. If you're not aiming for it, you will pass over or under it and not pick it up. You have to make sure that you keep adjusting your pitch angle to point directly at either the debris or the satellite.
Hope that helps a bit.
I think the difficulty, as well as the sound work (both design and sound engine) is what just doesn't let me stop. I really, really want to finish this last fight but hitting that one monster is very very tricky! Especially with many of them running around. So I was right in thinking that there's one particular spot you have to hit it. Does it actually make a different sound for when you hit the armor vs. hitting a wall? It doesn't sound like that to me, but it might be helpful. Sometimes I'm not quite sure if I'm actually in the right spot since it also really loves to hang out near walls and corners. Anyway this game is still fantastic. Haven't had this much fun with an audiogame in a really long while. Good job! Maybe I'll try my hand at making one myself!
Hi, first of all I love the sound and feel of this game. Very well done! I want more! :D I only have one question. There is this one monster that charges at you, then seems to hide and catch it's breath before charging at me again. I cannot reliably seem to target/hit it. There is an alert sound that increases in pitch that plays near the monster, but even trying to go for it does not seem to work. I thought that I had to be facing the monster a certain way to hit it, but I can't seem to figure that out either. I always die to it in the very last fight no matter what I do. I can fiddle my way around combatting it through the first 3 floors, but in the last battle there are just too many to brute force it. Am I doing something wrong?
