Now I'm missing little things that combine the designs, like technical hints on the hazel, saffron and some magic detail on reva. On all of those no angel signs. The concepts are nice but respective bridges to the other themes (technical, angelic, magic) are missing.
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That being said, the basics a really in place. The setting works, the ship controls well (i was sceptic from the trailers). I fights go slower but should be as hektic to the player as in TG maybe a second funktion to the ship like a dash, or a shield that also has to be mentained and used could work.
I beat the first 3 (or 4) Levels and i figured I could outrun most enemies. There those with tentacles, which would have prevented me from doin this, if I where to let them coming close.
I figure that NAV points a quite a simple goal compared to TG where you don't know where to go and if how to get there. Something in the design has to change if you want to follow the same path (and I dont mean only the pace). In TG every room is danger, but not entering a new room keeps you relativly save (at least in the beginning). It's basicly running into traps knowingly. Stealth, or enemies hidden, in / behind behind rocks could achieve this. Also small corridors in depres or enemies that are much faster once set of. creating arenas was not the Idea of TG and does fit into this game even less, so "doors" or forcefields feel like being out of the question. Make enemies stick to me, or blind my sensors or call big brothers would fit the theme much better. TG is a game about reacting most of all.
Hey... Athmosphere is great, it's also ok that this game is much slower the TG. The only problem I see here: I can outrun the enemy, I can dodge the fight. And I should not be able to. In TG there was seldomly a chance to hide, or even complete a level without shooting. Here the threat is gone. either enemies have to be quicker or they need to slow you down somehow.