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Will Vale
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« Reply #15 on: April 15, 2009, 06:45:00 PM » |
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This is terrific! I hadn't realised the radar was updated by raycast, that's probably a better use of the idea than I made. I think the sweep speed (and thus the degree of lag on the central display) is really well judged.
I got killed by the yellow things but I intend going back - I messed up by turning north for the first one without realising it was only alcove, then botched my escape.
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moi
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« Reply #16 on: April 19, 2009, 10:56:17 AM » |
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Very nicely done, great atmosphere, this is quite the cockpit game 
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lelebęcülo
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muku
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« Reply #17 on: April 19, 2009, 12:58:24 PM » |
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Thanks all! I'm so happy people are enjoying it!  Here's the source, if anyone's interested: http://www.box.net/shared/afo068nn87It's not cleaned up yet, but I might not do that, so there.
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Dugan
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« Reply #18 on: April 19, 2009, 01:51:54 PM » |
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I loved the atmosphere, very good use of audio I think. using the mouse to control the sliders was a little fiddly for me - perhaps having something like tank controls might work well (q/a left forward/back - e/d right forward/back). I never found much use for the green monitor to the right, but the other two worked well. good stuff 
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Pishtaco
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« Reply #19 on: April 21, 2009, 01:14:19 PM » |
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Nice atmosphere and the rumble is really effective. Like mjau I just ended up staring at the map on the top left (since it gave me an immediate feel for what was going on around me where the central display didn't), which I feel took me out of the game a bit.
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MisterX
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« Reply #20 on: April 25, 2009, 04:21:08 PM » |
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I can basically agree to what everybody else said so far. I've only played until level 5 which seemed pretty hard if there's really no way to avoid being shot but being quick. But maybe I missed something, I'll definitely go on playing, anyway. I really hope you either go on developing this or someone else picks up this idea. I think it would add much to the game if you didn't have the static minimap but only the slower radar, and some kind of bulk eye to look at the area around you (like in videos of grounded ships, hardly being able to see anything but the few meters in front of the shipusing some kind of spotlight), still retaining the gameplay and especially feel there is now. Probably with looks similar to Noctis IV. I could imagine a really amazing alien planet exploration game or so working like that. Anyway, this is already great in itself 
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increpare
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« Reply #22 on: April 26, 2009, 02:37:27 PM » |
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aaaah it's so hard >_< i can't get past the red dots...grrrr....
i like the sound a lot; i think that it could do with some grittifying (and maybe unifying ( visually (maybe make the rest of the display fit in with the green video display).
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muku
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« Reply #23 on: April 26, 2009, 11:44:59 PM » |
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Like it's been said though, this it pretty fantastic. I feel that if it was a bit darker with brighter, more constrasting instrument lights, it'd feel even more claustrophobic. That's something I've been very worried about; at one point I even felt that the version I had for the original deadline which was mostly black (see old screenshot) would have worked better, atmospherically. But it's very hard to just throw away one week of polishing and not feel bad about it. There was also this issue with my laptop screen being much brighter than my CRT, and I had to try and keep everything visible on both of them, which hurt. @Stephen: I'm sorry it's too hard; I did think about making it a purely exploration-based affair, but then I chickened out and thought that most people would want some challenge. Also I now quite enjoy the tense moments that being chased can bring to it. In most cases it's enough to move quickly and make sharp turns left/right every now and then to shake them off. Also, very mild spoiler: if you really can't be bothered to struggle through it, I'm sure you'll figure out how to tweak data/progress.dat to your liking; the last two levels are almost challenge-less and where most interesting stuff happens, I think; I'd love for you to see them regardless.
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« Reply #24 on: April 27, 2009, 12:21:32 AM » |
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I'm sorry it's too hard;
that's not something you should ever apologize for : )
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muku
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« Reply #25 on: April 27, 2009, 12:40:52 AM » |
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I'm sorry it's too hard;
that's not something you should ever apologize for : ) Oh, I'm not sure. There are some game makers which I have had disproportionately hard feelings against because of their too damn hard games, while still being unable to stop playing  I never intended to become one of them, but it seems both this and my LD entry feel quite hard to many people. (Hell, I even got a "Shopkeeper Vs. Demon Award for Making Me Swear At My Screen" award for The Triumph of Time :D ) Seems I have trouble getting the difficulty curve right...
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moi
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« Reply #26 on: April 27, 2009, 05:24:18 AM » |
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I got stuck at the level where you encounter an adverse current. Too frustrating for me, (and the statrup is a bit too long) 
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lelebęcülo
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« Reply #27 on: April 27, 2009, 05:46:28 AM » |
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I got stuck at the level where you encounter an adverse current. Too frustrating for me, (and the statrup is a bit too long)  Even if you stay at the middle of the path, you still move forward a bit. It takes a bit longer to get there, but you do make relatively safe progress that way.I'm not sure what you mean with that parenthetical remark... is the acceleration too slow for you?
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moi
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« Reply #28 on: April 27, 2009, 06:45:37 AM » |
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Yeah I know it's moving, and it's just very slow. What I meant is that the level is very long, and the time to reach the start of the "action" is also rather long, so that doesn't really encourage me to start again when I've lost many times.
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lelebęcülo
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muku
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« Reply #29 on: April 27, 2009, 07:07:33 AM » |
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Ah, I see. I didn't expect people to actually die a lot in that level, I thought it would just take them a while.
Oh well. You can still cheat your way to the last level, if you wish.
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