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For one, I know a lot of people like to say "graphics don't matter" but when you've been playing games like xcom or gta v, you start to expect a certain standard. This game would look great by maybe 2005 standards. Using what they had, the developers did a great job, I guess I just expected something a little more, perhaps along the lines of Journey or Long Dark from what I initially saw in the trailers. This issue becomes more apparent as you venture deeper into the game. Initially, you explore towns and abandoned human structures, so there's lots to see and the enviroment adds to that. But when you've been walking for miles and there's nothing around but rocks, you start to see glaring issues with the graphics.
Also, the game initially has something new around every corner. But at a certain point, it became as people call it a "walking simulator" where there's nothing for miles. It transitions from story to puzzle (used loosely) and doesn't strike a good balance between the two. It's crazy how in a game that only lasts maybe 4 hours you can get bored so quickly. If I was to be brutally honest (or rude, take it as you will), I would say that this game is a good alpha version, and I would charge maybe 7.00 for it in this state. It CAN be a great game, but there is just too much missing from it.
Developers aren't obligated to produce exactly what you want, even when a game starts in early access. So long as they produced the game they had advertised and intended... and even if they don't, them's the breaks. Perhaps they feel that the work they produced was creative enough to their liking?
And I have played it. I own it on GOG, which unfortunately doesn't have quite the same community features as Steam. Funny thing, I enjoyed it.
Was it a great game? No.
Was it more of a walking sim than anything else? Yes.
Was it inherently bad enough to accuse the developers of not being creative, as well as being lazy? Not in my opinion.
Second, this was Stage 2's first game and it was made almost entirely by one person. I learned a lot making this game and now I have more people on board as we work on the next game. I don't feel like at the end of the day the size of the studio is an apology for a poor game experience, but it's something to bear in mind: a LOT of indie games like this are 1-2 people teams. I'm amazed at what I was able to do (and I didn't do voice acting or music!), but yes I also learned a lot...
As the creator of the game, all I see most days is the flaws. But I'm also energized and excited about the future, not just for games from Stage 2 but also indies in general. I would put it this way: games like Lifeless Planet and all the 1000s of other indie experiences simply didn't exist a few years ago. I get disappointed too at times (hey I'm a gamer too), but I also appreciate the years of work it takes a small team to make these kinds of games because I've experienced it first hand, and I'm glad we have lots of new game experiences to enjoy.
I'm sorry I'm not on these boards every day but I will check back in the next week or so. Working away on the next project! =)
Another area that was done well would be the sound design, from areas like the Lab, the spawn area, and some of the night-platforming sections. If there's anything that should NOT be overlooked in your next game, it's that. Take any indie game that broke gold (FTL, Journey) and you'll see that it is the music that brings life to the game. It evokes emotion, sets the mood for the story, and just makes playing all the more exciting!
These are just some of things I can think of right now. Thank you for the insight on the process of game development for Lifeless Planet and good luck with your next game!