Dead Reckoning — Free colony ship sim, looking for feedback
Dead Reckoning — Free colony ship sim, looking for feedback
1) love the music, it’s the perfect soundtrack for this type of game. Maybe a longer track so it doesn’t get repetitive? The sounds are nice but unbalanced, FX is much louder than the music.
2) I can’t see all the text in the right hand column “Events & Directives”, it cuts off and I can’t seem to scroll down. I run on linux, windowed.
3) In the mission log it says 3 deaths recorded, but the cryo bay tab shows 0 deceased.
4) Right from the beginning the Factions tab shows “Social tensions critical: crew is polarizing”. Also, as far as I understand it the majority of the crew is in cryo sleep. How can their ideologies be shifting?
5) I clicked on the emergency interventions to see what they were, and now I can’t unselect them.
6) Again I get text cutoff in events and directives and can’t scroll down to see what it says.
7) On year 6 we encounter Jupiter, when we’ve been traveling at a fraction of C? Hmm…
8) Feels odd to only have two options for encounters. For this one, a comet, I seem to only have the option to intercept and harvest, or partial harvest. Surely there should be an option to ignore it and keep going? Unless that option is also cut off and not visible… But no, because I could select options with numbers and 3 didn’t work, while 2 did.
9) The text is clearly written by AI. I can assume the game was as well?
10) Not a big fan of tutorial text being part of the notmal game cycle. I don’t want to be rereading the same instructions each time I do a run of the game.
11) The text cutting off really lowers the quality of immersion and makes choices more difficult.
12) I’ll keep playing for a while, I’ll post more if something else comes up.
For Number 9, there were some placeholders done by AI. For the code, it’s about 40/60. Most of the logic is done by me, but for the display I used AI.
Writing is all placeholder for now, unfortunately. I had about 20 events I wrote but they have since been expanded on for flavour. I’m in the process right now of looking for a writer & pixel artist because I firmly believe that a game that uses AI for either should be free, as it steals from creators. I wish I could write this but with a full-time job I don’t have the time, so this is all hobby work.
Tutorial will be shortened or killed.
I’m a writer. I’d love to help!
I mean I don’t judge, I’ve used AI too for mockups. I don’t know man. I do know the writing needs some help, good stuff that can be used as springboards in there, but whatever.
I finished my first run on a planet with 45% habitability, good ending. I felt like overall the game loop is more or less “click next”, and “choose x or y”. It would be cool to have some more micromanagement of the crew.
You know how you have a crew tab with people who are in cryo? They all have different abilities and allegiances, could be an idea to explore to be able to take them in and out of cryo sleep so you can have an impact on the ship status.
Right now it feels like as a player you’re mostly left to drift, there were some options for researching tech and emergency protocols, I’d say that this game has a lot of potential but probably needs to focus more on fleshing out the gameplay and player interaction/options.
It’s a good skeleton to build something cool on, like a Oxygen Not Included, Faster Than Light type crossover.
Awesome. DM me and send me some samples. I’m happy to discuss this further! Honestly the writing is the story, and I agree on building it out from x or y. The main challenge is making sure the logic works for the basics, and then adding to the schema after it works (Hence the placeholder writing).
But I love your ideas of skilled workers. It’s nice to balance the personal and systemic.
Anyways, let me know! At the very least I can promise to give you whatever payment I receive if you’re down. Would love to enrich the tone through actual, thoughtful writing. Cheers!