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tomimt

152
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A member registered Dec 19, 2018

Recent community posts

I got the new beta version yesterday. The mail came from Pope, if you've missed it. Then again, I have no idea if they've mailed it to everyone yet.
That said, it is now a version you can actually play from start to finish as a game, not as something in which you are battling with bugs most of the time. Clear technical progress has been made. The minigames, like Rooter chip puzzle, now have skip options. These too have been improved. The timing of some scenes, like the first Quicksilver scene, has improved as well

Sadly, the save system is as bad as it has always been, I doubt it will change. The UI leaves room for improvement as well, but I guess the game is married to it, as they stated they want no feedback from it, which is a shame, as it just isn't very good.

Anyways, this does seem to be finally shaping up to be a shippable game. The previous version was more or less unplayable, this one, while still a bit rough at places, is just that, a bit rough at places.

I'm not holding my breath for anything to happen with this the next year or year after that. 

So, is anything new besides not January 2023?

I think many people complained about how the inventory combining works during the beta, but sadly, nothing was done to improve it. It's really unintuitive system.

With the track record of SC in consideration, I take all the claims of "easy fixes" with a pinch of salt.

I sure hope they'll release another beta before the release. The previous one had far more serious issues about it than the lack of save/load.

Now, I don't know in which state the development of SpaceVenture is at the moment, but considering we don't have to know any idea on how long the project will continue and how long overdue it is, I do think it could be smart to release the current beta build to all of the backers. Especially, if the current development of the save function is going to take longer still.

If anyone is worried about the "exclusivity" of the beta to a specific set of backers, I do believe the year we have had the access is more than enough to cover it, especially considering that we haven't had an update of the beta for a long time. 

So, I don't know. Maybe it could be smart to release the build to all the backers. It could show some good faith, perhaps even alleviate the current mood at the Kickstarter forums. That place hasn't been pretty in a good while. 

Overall, I'd say the ending feels a bit rushed. I suspect there was some longer sequence there that was cut out because they just don't have the resources to do much more. 

I was thinking the same about the drag and click elements. The first part of the game makes a big deal out of them, but in the last part, it feels like they forgot they had the functionality.

Another case of missing input from the game. use Rooter's booster

Immediately after he starts following you, go to the crowd and move in the crowd until you lose him. The whole thing is rather poorly designed, so it might take a couple of tries, but you know when you've done it.

Use the sniffer near hydrocollector

You need goggles in order to be able to walk the desert. They are near the broken hydrocollector. After that, you need to use the sniffer in order to find the rest.

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I do hope they release a beta build before going live. While it was possible to play the previous version through, it was far from being a stable experience.

poking in from time to time, writing a short message takes a couple of minutes. It isn't a terrible task or a burden even if they are only now basically a hobby project. They don't have to write detailed descriptions on what they do, just a line showing that there is someone working on this project would be nice considering how long this has already taken.

It's a shame they don't feel like doing that with the rest of the community. And I don't mean they should answer in every topic around here, but some sort of actual presence would be nice.

It's all probably linked with the same UI/controls issues that are present throughout the game. 

The movement there can be at times a bit finicky, so it took some time to figure out for me as well.

Let's put it this way, if the game is released with a save system like it has now, it will be mauled. I can just barely tolerate it for a beta version myself. 

All the items you need are still on Tatoorakis, you just need to look around a bit.  I also also tried it the with an old same from V3 and found the goggles. 

You might already know this, but after completing the game, there's no end credits. Instead, the game just stays there with a view of the galaxy. You can access the menu or just quit the game by hitting ESC.


Another glitch here, which leads into the whole puzzle getting stuck happens when the old man comes with his ship to help. When Ace shifts his view towards Scrap's ship, the whole game can go unresponsive.

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At one point I noticed that the rings protecting the AI core modules started to overlap each other. Moving them still worked, but needed a bit more mouse finesse and the puzzle can be completed even when this happens. It happens on all three rings.


I think there might be a couple of other spots as well where there's a small pause between action and reaction. This might be UI related bug.

I'm not quite sure what triggers this particular bug. On a new try, the puzzle worked as intended. Though, on my second go, I stopped at the cafeteria first and went to the pipe level afterwards. That's really the only difference I can think of. 

I've always gotten past this with no problem. Did you stand in some specif spot on the screen?

After iMom started her transmission, the mouse cursor went missing, rendering the puzzle impossible to solve.

Another interesting bug on the memory sphere. On my second play through I decided to decline the restore at first and after accepting on the second prompt, the first sphere was marked as completed. You couldn't try to solve it either. But after completing the others, the recall was completed successfully. There was the long pause after it though.


after getting to Ace at Andoremdacon, looking at vents has no audio

It seems her limbs exist on different planes of existence.


After landing to Tatoorakis, if you go back to ship and try to leave, you are left hanging in white space. It's not a total crash though, as you can access the menu and restore the game.

After arriving to Nurb's Landing again after Taco Nova Ace tells Rooter to sat put in ship. There is no voice

No voice when looking at Nurb's bar

I tried to play it a bit and when I died, the mouse cursor went missing.

Looking at mail box at the Guys house gives audio dialogue for the force field

No audio when looking at leakage in space when in dome

Looking at the pump diagram screen after it has been repaired again gives a response of Ace knowing the problem is a faulty pump

After the game has been played and Ace has repaired the pump again, he gives a response of "dreaded blue screen of death" when looking at the computer system

After the bridge has been set up, Ace still insists he has to find the way to the island when looking at the water.

I recall there was a message on the previous build about the Two Guys job. There doesn't seem to be one now.

Looking at Hose Shop entrance is missing audio

Looking at Course Light sign in the bar is missing audio

looking at Mop Water sign in the bar is missing audio

Looking at Imperial Stout sign in the bar is missing audio

There's no sound effects on when a meteor kills Ace

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When the meteor storm starts, there's no voice dialogue

Rooter voice is cut mid sentence after installing the chip

completing chip repair, par of the Ace's dialogue is cut off or at least there seems to be more dialogue in the subtitles.

In the escape pod, the ship warning dialogue is playing behind the escape pod dialogue.

When you pick up Rooter's parts after the squid has destroyed him, there's a pause of a couple of seconds after clicking them before Ace actually reacts to the command.