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(+2)

I just found this and I'm absolutely loving it. I love the artstyle and the atmosphere, especially in the level select and hangar. I have some points and questions - 

1. From a purely visual standpoint, I think that when the mission description appears in the level select, the mission marker should centre itself in the remaining half of the screen. 

Not only would this simply look better, it would also mitigate some of the perceived spin of the map, since the distance from the centre of spin would be closer to the edge of the screen, making the spin seem slower (although the spin speed could admittedly do with being a little slower).

2.When moving out of the spin in the loading screen, the camera performs the motion of the spin backwards rather than simply flicking and snapping to the North Axis. This means that if you idle for too long, you get a very jarring camera movement when moving away from a mission point.

3. When the player dies while the game is out of focus, the game will not show the "Mission Failure" screen. Instead, the screen goes grey and fuzzy as per usual, but no text appears and the game makes a consistent buzzing noise.

4.Are there any plans for missions at different times of day? A night mission would really fit the vibe of the game, plus you could ramp up the stealth aspect a whole lot.

5. What kind of general environments are you planning? So far we have had cities and beach towns, but will there be more rural areas or water-based areas?

(+1)

Thanks for playing!

1. From a purely visual standpoint, I think that when the mission description appears in the level select, the mission marker should centre itself in the remaining half of the screen. 

I had considered this, but I felt that the camera panning to the side every time you approach a map point might make it even more disorienting. I'll try it though and see how it feels. The speed will be lowered as well.

2.When moving out of the spin in the loading screen, the camera performs the motion of the spin backwards rather than simply flicking and snapping to the North Axis. This means that if you idle for too long, you get a very jarring camera movement when moving away from a mission point.

There's a system meant to handle that axis snapping which was turned off for debugging. It appears I never turned it back on, oops!

3. When the player dies while the game is out of focus, the game will not show the "Mission Failure" screen. Instead, the screen goes grey and fuzzy as per usual, but no text appears and the game makes a consistent buzzing noise.

Saw this happen a few times when people were playing. I'm still not quite sure how to fix it, honestly. Will see what I can do though.

4.Are there any plans for missions at different times of day? A night mission would really fit the vibe of the game, plus you could ramp up the stealth aspect a whole lot.

Definitely!

5. What kind of general environments are you planning? So far we have had cities and beach towns, but will there be more rural areas or water-based areas?

I don't want to give away too much (I like to surprise people), but I plan on having underground areas like tunnel complexes and maybe some abandoned/overgrown locations with more vegetation to contrast all the sand and desert.