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Silicon Void

A sci-fi exploration RPG for PC & Mac, with deep turn-based combat mechanics inspired by Chrono Cross · By Chris Doucette

some minor issues, and an idea.

A topic by saganatsu created Jul 24, 2017 Views: 159 Replies: 1
Viewing posts 1 to 2

1. I had some issues with keybindings: setting pan up would reset pan down to default, while setting pan down would unbind pan up. Similarly, the same issue on pan left/pan right.

2. the boost key is hard to reach from the default keybindings, and it's not clear what key I need to rebind. I'm still not sure how to use it.

3. the message saying how many waves of enemies can be hard to read depending on the background, disappears quickly, and there doesn't appear to be a way to check it, after the message goes away.

4. when buying abilities, it doesn't show how many AP the abilities cost to use.

5. on the main menu, if there is only the auto-save/ one save slot used; load game is greyed out. This is slightly confusing 

6. The amount of customization involved for the lack of tactical difficulty is unbalanced. The amount of things to level up, acquire and purchase outpaces the tactical choices. related:

7. having an XP up zone on the turn wheel makes the gameplay worse: you end up always trying to finish off each enemy in that zone, as it's the only one to have any lasting effect. either replace it with something like 'CPU recovery up' or  'defense up' all together, or better, have a larger set of zone abilities, with only some showing up each battle (e.g. one battle might get 'hit % down', 'atk up', and 'loot up', another might get 'cpu recovery up', 'def up', 'cpu usage down'). This both permits the random encounters to have overall more variation, but the fixed encounters to have interesting choices.


Thanks for bringing the issue with the input mapping to my attention - I had not managed to catch that until now. I'll work on a fix for the next update.

The wave indicator is actually going away except for the one initial battle that has two waves; a long time ago there was going to be more multi-wave fights but they're not really a thing anymore. The main menu continue / load button logic has been overhauled as well for the upcoming version.

Definitely agreed that AP cost should be in the ability preview.

As to the design issues you mentioned, I have a feeling that both will be alleviated once the game's difficulty is tuned more precisely - right now it is erring on the easy side to give people time to learn the systems, so some decisions are less weighty than they ought to be. For instance you can afford to let the enemy attack a few extra times until the XP Up slot comes, because normal enemies generally don't deal much damage; ideally the cost vs. benefit  would not be so obvious. I'll keep your concern in mind - the idea of other clock effects is something I have prototyped and didn't include just because it was one mechanic too many, but as the game gets longer there may be room for it again.

Thanks again for your feedback! Hope you'll check out v0.2 - I should have it out in a week or so.