I love the setting, visuals, and the sound effects. the dialogue I didn't care for.
The main gameplay is a little overwhelming at first but deceptively simple. Essentially, pick a job, assign ur guys and see the outcome. This could be a nice loop for a full game. Main issues were UI jank, information layout, things that aren't explained.
I guess I'm wondering how the time will come into play, or are the planets moving purely aesthetics? I'm a little scared of there being too many choices when the game is more fleshed out. If I have to put 5 dudes in 5 different jobs, all in different galaxies to play optimally it would be a nightmare to play.
- Using the mouse wheel while the dialog is up zooms the camera and the dialog at the same time.
- Likewise, maximizing the dialog screen made it so every time I pressed return to advance the dialog would shrink the dialog box back. This could be a focus issue. Personally, I find that implementing a state machine works best for UI controls.
- After finishing a story mission, you can bring up the job select UI before the dialog event pops up if you are quick enough. You should probably block the controls until the dialog window is active.
- The gameplay loop reminds of the game "Out There". I don't know if you were inspired by that.
- Managed to finish the demo without major issues. I chose to recruit the thief.
- Finally, I have a writing note: I think the player lacks agency in the story. In gameplay terms they get to choose missions and who goes in them so you would think they are the leader, but during dialogue they get bossed around by the siblings, and the main quest is ultimately about their goals. I'd like more clarity when it comes to this, maybe the player is grateful towards the siblings for their help, or they are being coerced in some way by these criminals, but I believe that this part of the story needs to be more explicit if you want the player to have an in-game avatar.
I mostly agree with what SPECXHT said, especially about the UI improvements.
Bug (?): After failing in my first attempt to look for work on Leon's planet, I gave up and went back to our planet, hoping to find more work there. I think that broke the game because even after returning to Leon's, I couldn't see the "Look for Work" option again.
I played through the demo. I am a bit confused about what the gameplay really is in the game, I'm just clicking on the missions that appear and stuff happens.
What the hell is this dialogue? lmao.
Other than that its pretty meh with lots of grammatical and spelling errors. Story is weird with things just happening, no idea who the player is supposed to be.
Should be able to click with mouse to advance intro.
Last intro test was skipped automatically.
But my biggest complaint is about the UI, its very unclear what is interactable and what isn't. For example this doesn't look like something you can click at all:
The different resources are, to my knowledge, never explained. I would be fine with just being able to hover them with the mouse and get a tooltip.
Outcomes of missions don't tell me anything, what difference does a critical success and a failure do? No idea. Maybe different skill increases, but I have no idea what difference they do either. Should introduce much earlier uses for the resources, and make it clear what role they have.
UI should be more consolidated, right now I feel like you're looking all over the place and its not organized at all.
I wish the text were larger in the dialogue segment. There's so much room on the screen, and the text is teeny tiny. Also, there are quite a few grammar errors.
The story is intriguing so far, and I'm a sucker for kemonomimi, so I'm interested in seeing where the project goes from here!
Comments
I love the setting, visuals, and the sound effects. the dialogue I didn't care for.
The main gameplay is a little overwhelming at first but deceptively simple. Essentially, pick a job, assign ur guys and see the outcome. This could be a nice loop for a full game. Main issues were UI jank, information layout, things that aren't explained.
I guess I'm wondering how the time will come into play, or are the planets moving purely aesthetics? I'm a little scared of there being too many choices when the game is more fleshed out. If I have to put 5 dudes in 5 different jobs, all in different galaxies to play optimally it would be a nightmare to play.
- First time playing the demo, nice.
- Using the mouse wheel while the dialog is up zooms the camera and the dialog at the same time.
- Likewise, maximizing the dialog screen made it so every time I pressed return to advance the dialog would shrink the dialog box back. This could be a focus issue. Personally, I find that implementing a state machine works best for UI controls.
- After finishing a story mission, you can bring up the job select UI before the dialog event pops up if you are quick enough. You should probably block the controls until the dialog window is active.
- The gameplay loop reminds of the game "Out There". I don't know if you were inspired by that.
- Managed to finish the demo without major issues. I chose to recruit the thief.
- Finally, I have a writing note: I think the player lacks agency in the story. In gameplay terms they get to choose missions and who goes in them so you would think they are the leader, but during dialogue they get bossed around by the siblings, and the main quest is ultimately about their goals. I'd like more clarity when it comes to this, maybe the player is grateful towards the siblings for their help, or they are being coerced in some way by these criminals, but I believe that this part of the story needs to be more explicit if you want the player to have an in-game avatar.
- Keep up the good work.
I mostly agree with what SPECXHT said, especially about the UI improvements.
Bug (?): After failing in my first attempt to look for work on Leon's planet, I gave up and went back to our planet, hoping to find more work there. I think that broke the game because even after returning to Leon's, I couldn't see the "Look for Work" option again.
I played through the demo. I am a bit confused about what the gameplay really is in the game, I'm just clicking on the missions that appear and stuff happens.
What the hell is this dialogue? lmao.
Other than that its pretty meh with lots of grammatical and spelling errors. Story is weird with things just happening, no idea who the player is supposed to be.
Should be able to click with mouse to advance intro.
Last intro test was skipped automatically.
But my biggest complaint is about the UI, its very unclear what is interactable and what isn't. For example this doesn't look like something you can click at all:
The different resources are, to my knowledge, never explained. I would be fine with just being able to hover them with the mouse and get a tooltip.
Outcomes of missions don't tell me anything, what difference does a critical success and a failure do? No idea. Maybe different skill increases, but I have no idea what difference they do either. Should introduce much earlier uses for the resources, and make it clear what role they have.
UI should be more consolidated, right now I feel like you're looking all over the place and its not organized at all.
Tank for playing. Going to work on the ui more then
I wish the text were larger in the dialogue segment. There's so much room on the screen, and the text is teeny tiny. Also, there are quite a few grammar errors.
The story is intriguing so far, and I'm a sucker for kemonomimi, so I'm interested in seeing where the project goes from here!
Tank for playing, also you can change the font size in option (bottom left button).