Playing on Android I had a small problem when I accidentally dropped my weapon on the ladder down and couldn't retrieve it because only the ladder was selectable.
Apologies if it's already been addressed or there's a fixed version I haven't noticed yet but in the PC build I've been playing (8.23.12) arrows seem to collide with corners in the air next to the corner rather than the wall itself.
Aside from that the game is great and the controls on Android are really comfortable. Is the soundtrack from the Assembly competition? It sounds super familiar.
...These segway-like things work surprisingly well, staying up with PID controllers:
That Unicycle-bot is adorable.
Is it at all likely that evolving robots through genetic algorithm will be incorporated in the game? It seems like it would be useful when the game is used as a teaching tool but maybe not so much in respect to actual gameplay and fun.
I haven't played much Diablo 3 or Path of Exile but so far I've enjoyed Path of Exile more. Seems like it's tailored to Diablo 2 fans to the point of being an unabashed clone. An entirely enjoyable unabashed clone.
The only issue with "Environmental Station Alpha" (which isn't a big one at all, but it still is one) is that it's a bit long and doesn't roll nicely off the tongue like a title should.
I admit it's not as marketable as something short and sweet like Psychonauts or Halo or Half Life but it appeals to me on a personal level. I think, aesthetically, if anything about the name needs to change it's "Environmental". It's unwieldy but it still seems to capture the atmosphere of the game perfectly.
Personally I think Eristys is a beautiful word and defines the game well but would need to be explained to non-Finnish players.
Nature Station Alpha? Preserve Station Alpha? I dunno.
(Totally unrelated, I think it's an amusing coincidence that the first three results for ESA on google fit the theme of this thread so well: European Space Agency Ecological Society of America and the Entertainment Software Association.)
The chance of failure due to miscommunication will come from the communication system I'm planning. It will not be verbal as in "White man, we welcome you" but an icon(s) and understanding that is up to the player (or a smart character in the party). The natives and animals will share the same system, so the icon you see before a bear attacks you should tell you to go away when it comes up in communication with the tribes. That's the basic idea, I'll work out the details once I get to that part.
The last two weeks have been very quiet. Things are hectic at work and I just got a new computer which will take some time getting used to (Win 7) as well as getting everything up to speed. Also, I have 8 years of game catching up to do (my previous system couldn't play any of the newer games, I think Doom 3 was the absolute ceiling).
I'm in the exact same situation since the beginning of this year. Then the Steam Summer Sale happened and now I'm drowning in games. It's like it's become an obligation. I keep playing Spelunky to deal with how overwhelmed I am at all these games (well that and this stupid Strider battle in Half Life 2:e2. )
It's mysterious and communicates a huge amount of the story while still leaving a lot to the imagination before the first playthrough. In my opinion gameplay wouldn't need a huge amount of backstory in order for the game to feel coherent and satisfying, plot-wise because the name communicates a story so well. I hope that made sense. I'm feeling a little scattered due to coffee.
oyog, this variant is too complicated to implement. For it should be done unfolding lists. But it takes too much time. And control in my version - mouse; and there the keyboard.
Those are good points and I'd forgotten how much the mouse is used for the UI.
I'm also thinking about quests to have in the game. Obviously discovering the land and building an outpost before anyone else, finding riches and resources, generating a map for someone, maybe incorporate religion and 'export' of that on the behalf of the church ...
Depending on just how uncomfortably realistic you want to get with scenarios exploiting and/or removing natives is pretty historically accurate.