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(+1)

Beautiful atmospheric game. I love how tactile the UI is, making you feel immersed in the world.

My main criticism would be that there's a lot of turning, because the UI is spread around all angles (which makes good use of the space but is hard to get feedback on what you're doing). As an example, the descender lever is facing away from the screen, so you have to E to pull the lever, mouse down, E to let go of the lever, look at the screen, then when ready, turn back to the lever, E again and mouse up. This could possibly be made easier if you could somehow HOLD a lever while turning your view, then be able to release it while not looking at it. (Someone here mentioned VR - I think this would actually work much better in VR because I could drag the lever down and hold it, while looking at the screen.)

Also I must admit that I gave up after 3 packages. I just did the same thing three times in a row, taking several minutes each, and nothing new happened. If there is something else in this game (enemies or some kind of secret) then the game needs to make mechanical progress. Having the first three quests be exactly the same kind of suggests that nothing new is going to happen. But doing that first one was really a treat, well done!

(+1)

Thanks for the awesome feedback and critique! 

I agree with you about the lever being in a weird spot, I thought the UI sounds would be enough for the player to know when they reached a package, but I understand that I could have improved on it more.

I also agree with the lack of content / mechanics. 

ATM, the game is contentless. I created the game mostly to try and get a nice atmosphere going and left it mostly as an empty canvas, since I didn't have time to make a fleshed game-loop. I thought it would be easier for people to get ideas flowing for suggesting.

I'm still trying to figure out how I could improve the content.

Appreciate the thought-out comment, thank you! :D

(+1)

I would approach it like this: each package is a "level". Each level something interesting or unexpected should happen. It doesn't have to be a lot, it just has to be something to tell me that I should keep going. (Do you remember those old point-and-click adventure games? There would often be times where you had to do some action three times to progress, but the game would always show a bit of progress each time, like a new line of dialogue or some cracks appearing more and more in a wall, or something, to indicate that you're progressing and not just doing the same action possibly forever.)

So I would make a list and write down, for each package, what is the new thing this time? I think it would help if you added one new element: the package comes into the vessel and you open it up and something is inside. That way, what is inside the package could change. Package 1 is normal, it contains a gear or whatever. Package 2 is mostly normal - it contains a gear but with some slime on it, indicating huh, maybe there's some creature out there. During package 3 the lights go out and you have to find a power source in the dark. Huh that was weird. Each package something new should happen and there should never be a run of two "normal" packages, even if some of them are not super interesting, so I am always being reinforced that something unexpected could happen on any one of these. The longer the game goes, the more interesting the events need to be, to keep my interest.

Hope this helps!

(+1)

Oh wow, thank you so much!

This is the type of comment I was looking for when leaving the canvas empty :P

This was very helpful, I really like your idea and the comparison to the old point-and-click adventures games was a good comparison.

I think adding a stage where the drone comes back would add a lot, really good suggestion!

Thank you for explaining everything from the players-view, really good feedback! :D