So, the game is really beautiful but I was not able to make any progress in it. The objectives were clear but there are so many interfaces given to the player with only a label that it's overwhelming. I don't think the player needs any more direction on what to be doing but a short explanation or in-game flight manual on how each terminal works would be a huge help and seems like it would fit into the narrative
Indeed, their is a lot of information and things to do with the control panels.
We wanted to put some mysteries in the prototype and after the development, we were thinking about doing a puzzle oriented game. Especially because our designer (Maka) still loves to play Myst, Time lapse or Syberia and keep harassing us to do a game inspired by these gameplay.
Would you like it if we oriented the game more in that direction ? (with key object like a flight manual)
It might be a case of "this isn't my kind of game" but I don't think an optional manual on how to use each terminal would hurt. Especially if it were up to the player to use it or not. I tried messing around with the panels for a bit and couldn't figure out what most were doing or how they interacted.
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The controls seem screwed. I can't move forward, only sideways and backward.
i got the same problem.
Totally agree, we really need to work on user experience
but "Sorry we're a french AI in the body of an english computer" ;)
Thanks for the feedback!
Next week we will start a pool to decide which prototype we are going to fully develop.
Don't forget to vote for your favorite game ;)
Not sure I've done everything that can be done in the prototype but... I didn't crash, or burn in a planet's atmosphere so that's a win in my book. :)
PS For anyone watching, please consider subscribing for a copious amounts of indie games.Thank you so much for taking the time to try it out!
(you did saw everything, except maybe a few skyboxes ;) )
I should have went into the black hole, I know. :)
So, the game is really beautiful but I was not able to make any progress in it. The objectives were clear but there are so many interfaces given to the player with only a label that it's overwhelming. I don't think the player needs any more direction on what to be doing but a short explanation or in-game flight manual on how each terminal works would be a huge help and seems like it would fit into the narrative
Indeed, their is a lot of information and things to do with the control panels.
We wanted to put some mysteries in the prototype and after the development, we were thinking about doing a puzzle oriented game. Especially because our designer (Maka) still loves to play Myst, Time lapse or Syberia and keep harassing us to do a game inspired by these gameplay.
Would you like it if we oriented the game more in that direction ? (with key object like a flight manual)
It might be a case of "this isn't my kind of game" but I don't think an optional manual on how to use each terminal would hurt. Especially if it were up to the player to use it or not. I tried messing around with the panels for a bit and couldn't figure out what most were doing or how they interacted.
Thanks for the feedback.
We will focus our effort on User experience in the near future.